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>
This commit is contained in:
Princess Cheeseballs
2025-08-10 10:49:29 -07:00
committed by GitHub
parent 4e29107c89
commit 55335cce0f
14 changed files with 376 additions and 212 deletions

View File

@@ -15,23 +15,10 @@ namespace Content.Shared.Standing
public bool Standing { get; set; } = true;
/// <summary>
/// Time it takes us to stand up
/// Friction modifier applied to an entity in the downed state.
/// </summary>
[DataField, AutoNetworkedField]
public TimeSpan StandTime = TimeSpan.FromSeconds(2);
/// <summary>
/// Default Friction modifier for knocked down players.
/// Makes them accelerate and deccelerate slower.
/// </summary>
[DataField, AutoNetworkedField]
public float FrictionModifier = 0.4f;
/// <summary>
/// Base modifier to the maximum movement speed of a knocked down mover.
/// </summary>
[DataField, AutoNetworkedField]
public float SpeedModifier = 0.3f;
public float DownFrictionMod = 0.4f;
/// <summary>
/// List of fixtures that had their collision mask changed when the entity was downed.