[Revert] Reverts Ninja (#15516)
* Revert "[Antag] add space ninja as midround antag (#14069)" This reverts commitc1cda0dbf8. * Revert "[Fix] move ninja objectives into NinjaRole (#15490)" This reverts commit251f429fb3.
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@@ -1,5 +1,4 @@
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using Content.Shared.Inventory;
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using Content.Shared.StatusEffect;
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using Robust.Shared.GameStates;
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namespace Content.Shared.Electrocution
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@@ -26,23 +25,6 @@ namespace Content.Shared.Electrocution
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Dirty(insulated);
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}
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/// <param name="uid">Entity being electrocuted.</param>
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/// <param name="sourceUid">Source entity of the electrocution.</param>
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/// <param name="shockDamage">How much shock damage the entity takes.</param>
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/// <param name="time">How long the entity will be stunned.</param>
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/// <param name="refresh">Should <paramref>time</paramref> be refreshed (instead of accumilated) if the entity is already electrocuted?</param>
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/// <param name="siemensCoefficient">How insulated the entity is from the shock. 0 means completely insulated, and 1 means no insulation.</param>
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/// <param name="statusEffects">Status effects to apply to the entity.</param>
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/// <param name="ignoreInsulation">Should the electrocution bypass the Insulated component?</param>
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/// <returns>Whether the entity <see cref="uid"/> was stunned by the shock.</returns>
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public virtual bool TryDoElectrocution(
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EntityUid uid, EntityUid? sourceUid, int shockDamage, TimeSpan time, bool refresh, float siemensCoefficient = 1f,
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StatusEffectsComponent? statusEffects = null, bool ignoreInsulation = false)
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{
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// only done serverside
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return false;
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}
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private void OnInsulatedElectrocutionAttempt(EntityUid uid, InsulatedComponent insulated, ElectrocutionAttemptEvent args)
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{
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args.SiemensCoefficient *= insulated.SiemensCoefficient;
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