Crawling Fixes 1: Dragons and Borgs can't do the worm. (#39084)
* Init Commit * Remove unused code, fix stun visuals bug * Update Content.Shared/Stunnable/SharedStunSystem.cs * Some initial changes * first batch of changes * Commit * One line cleanup * KnockdownStatusEffect ain't worth it. * Fix 2 bugs * Fixes * Remove that actually, * Commit * Better solution * Alright final commit I think * Add better remarks * How the fuck did this not get pushed??? * Wait no why was my ryder trying to push that??? I didn't make that change! DON'T DO THAT!!! * Review * Don't log that --------- Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com> Co-authored-by: ScarKy0 <106310278+ScarKy0@users.noreply.github.com>
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@@ -1,58 +1,66 @@
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namespace Content.Server.Stunnable.Components
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using Content.Server.Stunnable.Systems;
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namespace Content.Server.Stunnable.Components;
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/// <summary>
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/// Adds stun when it collides with an entity
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/// </summary>
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[RegisterComponent, Access(typeof(StunOnCollideSystem))]
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public sealed partial class StunOnCollideComponent : Component
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{
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// TODO: Can probably predict this.
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/// <summary>
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/// Adds stun when it collides with an entity
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/// How long we are stunned for
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/// </summary>
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[RegisterComponent, Access(typeof(StunOnCollideSystem))]
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public sealed partial class StunOnCollideComponent : Component
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{
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// TODO: Can probably predict this.
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[DataField]
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public TimeSpan StunAmount;
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/// <summary>
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/// How long we are stunned for
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/// </summary>
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[DataField]
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public TimeSpan StunAmount;
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/// <summary>
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/// How long we are knocked down for
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/// </summary>
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[DataField]
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public TimeSpan KnockdownAmount;
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/// <summary>
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/// How long we are knocked down for
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/// </summary>
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[DataField]
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public TimeSpan KnockdownAmount;
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/// <summary>
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/// How long we are slowed down for
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/// </summary>
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[DataField]
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public TimeSpan SlowdownAmount;
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/// <summary>
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/// How long we are slowed down for
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/// </summary>
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[DataField]
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public TimeSpan SlowdownAmount;
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/// <summary>
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/// Multiplier for a mob's walking speed
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/// </summary>
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[DataField]
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public float WalkSpeedModifier = 1f;
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/// <summary>
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/// Multiplier for a mob's walking speed
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/// </summary>
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[DataField]
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public float WalkSpeedModifier = 1f;
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/// <summary>
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/// Multiplier for a mob's sprinting speed
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/// </summary>
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[DataField]
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public float SprintSpeedModifier = 1f;
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/// <summary>
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/// Multiplier for a mob's sprinting speed
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/// </summary>
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[DataField]
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public float SprintSpeedModifier = 1f;
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/// <summary>
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/// Refresh Stun or Slowdown on hit
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/// </summary>
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[DataField]
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public bool Refresh = true;
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/// <summary>
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/// Refresh Stun or Slowdown on hit
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/// </summary>
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[DataField]
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public bool Refresh = true;
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/// <summary>
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/// Should the entity try and stand automatically after being knocked down?
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/// </summary>
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[DataField]
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public bool AutoStand = true;
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/// <summary>
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/// Should the entity try and stand automatically after being knocked down?
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/// </summary>
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[DataField]
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public bool AutoStand = true;
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/// <summary>
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/// Should the entity drop their items upon first being knocked down?
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/// </summary>
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[DataField]
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public bool Drop = true;
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/// <summary>
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/// Fixture we track for the collision.
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/// </summary>
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[DataField("fixture")] public string FixtureID = "projectile";
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}
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/// <summary>
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/// Fixture we track for the collision.
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/// </summary>
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[DataField("fixture")] public string FixtureID = "projectile";
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}
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