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