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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@@ -4,47 +4,60 @@ using JetBrains.Annotations;
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using Content.Shared.Throwing;
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using Robust.Shared.Physics.Events;
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namespace Content.Server.Stunnable
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namespace Content.Server.Stunnable.Systems;
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[UsedImplicitly]
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internal sealed class StunOnCollideSystem : EntitySystem
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{
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[UsedImplicitly]
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internal sealed class StunOnCollideSystem : EntitySystem
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[Dependency] private readonly StunSystem _stunSystem = default!;
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[Dependency] private readonly MovementModStatusSystem _movementMod = default!;
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public override void Initialize()
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{
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[Dependency] private readonly StunSystem _stunSystem = default!;
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[Dependency] private readonly MovementModStatusSystem _movementMod = default!;
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base.Initialize();
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public override void Initialize()
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SubscribeLocalEvent<StunOnCollideComponent, StartCollideEvent>(HandleCollide);
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SubscribeLocalEvent<StunOnCollideComponent, ThrowDoHitEvent>(HandleThrow);
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}
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private void TryDoCollideStun(Entity<StunOnCollideComponent> ent, EntityUid target)
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{
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_stunSystem.TryKnockdown(target, ent.Comp.KnockdownAmount, ent.Comp.Refresh, ent.Comp.AutoStand, ent.Comp.Drop);
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if (ent.Comp.Refresh)
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{
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base.Initialize();
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SubscribeLocalEvent<StunOnCollideComponent, StartCollideEvent>(HandleCollide);
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SubscribeLocalEvent<StunOnCollideComponent, ThrowDoHitEvent>(HandleThrow);
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}
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private void TryDoCollideStun(EntityUid uid, StunOnCollideComponent component, EntityUid target)
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{
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_stunSystem.TryUpdateStunDuration(target, component.StunAmount);
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_stunSystem.TryKnockdown(target, component.KnockdownAmount, component.Refresh, component.AutoStand, force: true);
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_stunSystem.TryUpdateStunDuration(target, ent.Comp.StunAmount);
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_movementMod.TryUpdateMovementSpeedModDuration(
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target,
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MovementModStatusSystem.TaserSlowdown,
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component.SlowdownAmount,
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component.WalkSpeedModifier,
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component.SprintSpeedModifier
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ent.Comp.SlowdownAmount,
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ent.Comp.WalkSpeedModifier,
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ent.Comp.SprintSpeedModifier
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);
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}
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private void HandleCollide(EntityUid uid, StunOnCollideComponent component, ref StartCollideEvent args)
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else
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{
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if (args.OurFixtureId != component.FixtureID)
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return;
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TryDoCollideStun(uid, component, args.OtherEntity);
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}
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private void HandleThrow(EntityUid uid, StunOnCollideComponent component, ThrowDoHitEvent args)
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{
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TryDoCollideStun(uid, component, args.Target);
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_stunSystem.TryAddStunDuration(target, ent.Comp.StunAmount);
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_movementMod.TryAddMovementSpeedModDuration(
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target,
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MovementModStatusSystem.TaserSlowdown,
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ent.Comp.SlowdownAmount,
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ent.Comp.WalkSpeedModifier,
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ent.Comp.SprintSpeedModifier
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);
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}
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}
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private void HandleCollide(Entity<StunOnCollideComponent> ent, ref StartCollideEvent args)
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{
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if (args.OurFixtureId != ent.Comp.FixtureID)
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return;
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TryDoCollideStun(ent, args.OtherEntity);
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}
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private void HandleThrow(Entity<StunOnCollideComponent> ent, ref ThrowDoHitEvent args)
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{
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TryDoCollideStun(ent, args.Target);
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}
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}
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