Fixes MobStateComponent not cancelling stand attempts when mob is incapacitated
Closes #4831
This commit is contained in:
@@ -3,6 +3,7 @@ using Content.Shared.MobState.Components;
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using Content.Shared.MobState.State;
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using Content.Shared.MobState.State;
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using Content.Shared.Movement;
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using Content.Shared.Movement;
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using Content.Shared.Pulling.Events;
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using Content.Shared.Pulling.Events;
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using Content.Shared.Standing;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects;
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namespace Content.Shared.MobState.EntitySystems
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namespace Content.Shared.MobState.EntitySystems
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@@ -16,6 +17,8 @@ namespace Content.Shared.MobState.EntitySystems
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SubscribeLocalEvent<MobStateComponent, StartPullAttemptEvent>(OnStartPullAttempt);
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SubscribeLocalEvent<MobStateComponent, StartPullAttemptEvent>(OnStartPullAttempt);
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SubscribeLocalEvent<MobStateComponent, DamageChangedEvent>(UpdateState);
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SubscribeLocalEvent<MobStateComponent, DamageChangedEvent>(UpdateState);
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SubscribeLocalEvent<MobStateComponent, MovementAttemptEvent>(OnMoveAttempt);
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SubscribeLocalEvent<MobStateComponent, MovementAttemptEvent>(OnMoveAttempt);
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SubscribeLocalEvent<MobStateComponent, StandAttemptEvent>(OnStandAttempt);
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// Note that there's no check for Down attempts because if a mob's in crit or dead, they can be downed...
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}
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}
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private void OnStartPullAttempt(EntityUid uid, MobStateComponent component, StartPullAttemptEvent args)
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private void OnStartPullAttempt(EntityUid uid, MobStateComponent component, StartPullAttemptEvent args)
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@@ -28,7 +31,7 @@ namespace Content.Shared.MobState.EntitySystems
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{
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{
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component.UpdateState(args.Damageable.TotalDamage);
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component.UpdateState(args.Damageable.TotalDamage);
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}
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}
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private void OnMoveAttempt(EntityUid uid, MobStateComponent component, MovementAttemptEvent args)
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private void OnMoveAttempt(EntityUid uid, MobStateComponent component, MovementAttemptEvent args)
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{
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{
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switch (component.CurrentState)
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switch (component.CurrentState)
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@@ -41,5 +44,11 @@ namespace Content.Shared.MobState.EntitySystems
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return;
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return;
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}
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}
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}
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}
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private void OnStandAttempt(EntityUid uid, MobStateComponent component, StandAttemptEvent args)
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{
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if(component.IsIncapacitated())
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args.Cancel();
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}
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}
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}
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}
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}
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@@ -21,7 +21,7 @@ namespace Content.Shared.MobState.State
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status.ShowAlert(AlertType.HumanCrit); // TODO: combine humancrit-0 and humancrit-1 into a gif and display it
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status.ShowAlert(AlertType.HumanCrit); // TODO: combine humancrit-0 and humancrit-1 into a gif and display it
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}
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}
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EntitySystem.Get<StandingStateSystem>().Down(entity);
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EntitySystem.Get<StandingStateSystem>().Down(entity.Uid);
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if (entity.TryGetComponent(out SharedAppearanceComponent? appearance))
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if (entity.TryGetComponent(out SharedAppearanceComponent? appearance))
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{
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{
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4
Resources/Changelog/Parts/down.yml
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4
Resources/Changelog/Parts/down.yml
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@@ -0,0 +1,4 @@
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author: Zumorica
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changes:
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- type: Fix # One of the following: Add, Remove, Tweak, Fix
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message: Fixed mobs that die or go into crit not being downed.
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