[NEW STATUS SYSTEM] Drunkenness, Stuttering, Slurred Speech, and Bloodloss (#38678)

* The only commit that matters

* I had to stop playing with my cat to push this change

* Yaml removal

* Proper drunk status effect and remove shitcode

* Review changes

* whoops

* Whoops x2

* Update master fix merge conflicts

* Fix merge conflicts

* Dunk Component kill

* MORE RELAYS

* Holy fucking breaking changes

* Ough

* 46 file diff

* Fix bad commits

* Erm what the test fail?

* Fix those last two

* Merge conflicts

* Me when I fix the merge conflicts

---------

Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
This commit is contained in:
Princess Cheeseballs
2025-08-18 13:26:29 -07:00
committed by GitHub
parent d737e39a98
commit 6b73d320b9
27 changed files with 235 additions and 176 deletions

View File

@@ -1,6 +1,7 @@
using Content.Shared.Movement.Events;
using Content.Shared.Movement.Systems;
using Content.Shared.Rejuvenate;
using Content.Shared.Speech;
using Content.Shared.StatusEffectNew.Components;
using Content.Shared.Stunnable;
using Robust.Shared.Player;
@@ -23,6 +24,8 @@ public sealed partial class StatusEffectsSystem
SubscribeLocalEvent<StatusEffectContainerComponent, StandUpAttemptEvent>(RefRelayStatusEffectEvent);
SubscribeLocalEvent<StatusEffectContainerComponent, StunEndAttemptEvent>(RefRelayStatusEffectEvent);
SubscribeLocalEvent<StatusEffectContainerComponent, AccentGetEvent>(RelayStatusEffectEvent);
}
private void RefRelayStatusEffectEvent<T>(EntityUid uid, StatusEffectContainerComponent component, ref T args) where T : struct