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