Fix dead people standing up after being stunned (#3330)
* fix crit/dead players standing up * actually fix crit/dead players standing up * nullable + missed check Co-authored-by: cyclowns <cyclowns@protonmail.ch>
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@@ -1,5 +1,7 @@
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using Content.Server.Interfaces.GameObjects.Components.Items;
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#nullable enable
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using Content.Server.Interfaces.GameObjects.Components.Items;
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using Content.Shared.Audio;
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using Content.Shared.GameObjects.Components.Mobs.State;
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using Content.Shared.GameObjects.Components.Rotation;
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using Content.Shared.GameObjects.EntitySystems;
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using JetBrains.Annotations;
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@@ -13,7 +15,7 @@ namespace Content.Server.GameObjects.EntitySystems
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{
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protected override bool OnDown(IEntity entity, bool playSound = true, bool dropItems = true, bool force = false)
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{
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if (!entity.TryGetComponent(out AppearanceComponent appearance))
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if (!entity.TryGetComponent(out AppearanceComponent? appearance))
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{
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return false;
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}
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@@ -37,7 +39,7 @@ namespace Content.Server.GameObjects.EntitySystems
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protected override bool OnStand(IEntity entity)
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{
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if (!entity.TryGetComponent(out AppearanceComponent appearance)) return false;
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if (!entity.TryGetComponent(out AppearanceComponent? appearance)) return false;
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appearance.TryGetData<RotationState>(RotationVisuals.RotationState, out var oldState);
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var newState = RotationState.Vertical;
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@@ -53,7 +55,7 @@ namespace Content.Server.GameObjects.EntitySystems
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{
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base.DropAllItemsInHands(entity, doMobChecks);
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if (!entity.TryGetComponent(out IHandsComponent hands)) return;
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if (!entity.TryGetComponent(out IHandsComponent? hands)) return;
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foreach (var heldItem in hands.GetAllHeldItems())
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{
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