Fixes MobStateComponent not cancelling stand attempts when mob is incapacitated

Closes #4831
This commit is contained in:
Vera Aguilera Puerto
2021-10-12 01:42:52 +02:00
parent f3993be925
commit aa42539a6b
3 changed files with 15 additions and 2 deletions

View File

@@ -3,6 +3,7 @@ using Content.Shared.MobState.Components;
using Content.Shared.MobState.State;
using Content.Shared.Movement;
using Content.Shared.Pulling.Events;
using Content.Shared.Standing;
using Robust.Shared.GameObjects;
namespace Content.Shared.MobState.EntitySystems
@@ -16,6 +17,8 @@ namespace Content.Shared.MobState.EntitySystems
SubscribeLocalEvent<MobStateComponent, StartPullAttemptEvent>(OnStartPullAttempt);
SubscribeLocalEvent<MobStateComponent, DamageChangedEvent>(UpdateState);
SubscribeLocalEvent<MobStateComponent, MovementAttemptEvent>(OnMoveAttempt);
SubscribeLocalEvent<MobStateComponent, StandAttemptEvent>(OnStandAttempt);
// Note that there's no check for Down attempts because if a mob's in crit or dead, they can be downed...
}
private void OnStartPullAttempt(EntityUid uid, MobStateComponent component, StartPullAttemptEvent args)
@@ -28,7 +31,7 @@ namespace Content.Shared.MobState.EntitySystems
{
component.UpdateState(args.Damageable.TotalDamage);
}
private void OnMoveAttempt(EntityUid uid, MobStateComponent component, MovementAttemptEvent args)
{
switch (component.CurrentState)
@@ -41,5 +44,11 @@ namespace Content.Shared.MobState.EntitySystems
return;
}
}
private void OnStandAttempt(EntityUid uid, MobStateComponent component, StandAttemptEvent args)
{
if(component.IsIncapacitated())
args.Cancel();
}
}
}