Status effect refactor (#4868)

* Oops! All Changes In One Commit

* try desperately to fix prediction issues and fail

* oops

* test

* actually fixes prediction issues

* port jittering to status effect

* default merge behavior + alert cooldown stuff

* silly test issue

* zabloing

* address reviews
This commit is contained in:
mirrorcult
2021-10-15 14:45:04 -07:00
committed by GitHub
parent 51578304f1
commit ae1ce0b31c
36 changed files with 811 additions and 511 deletions

View File

@@ -153,10 +153,9 @@ namespace Content.Server.Atmos.EntitySystems
public void Resist(EntityUid uid,
FlammableComponent? flammable = null,
StunnableComponent? stunnable = null,
ServerAlertsComponent? alerts = null)
{
if (!Resolve(uid, ref flammable, ref stunnable))
if (!Resolve(uid, ref flammable, ref alerts))
return;
if (!flammable.OnFire || !_actionBlockerSystem.CanInteract(flammable.Owner) || flammable.Resisting)
@@ -165,7 +164,7 @@ namespace Content.Server.Atmos.EntitySystems
flammable.Resisting = true;
flammable.Owner.PopupMessage(Loc.GetString("flammable-component-resist-message"));
_stunSystem.Paralyze(uid, TimeSpan.FromSeconds(2f), stunnable, alerts);
_stunSystem.TryParalyze(uid, TimeSpan.FromSeconds(2f), alerts: alerts);
// TODO FLAMMABLE: Make this not use TimerComponent...
flammable.Owner.SpawnTimer(2000, () =>