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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@@ -4,6 +4,7 @@ using Content.Server.Stunnable.Components;
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using Content.Shared.Alert;
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using Content.Shared.MobState;
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using Content.Shared.MobState.State;
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using Content.Shared.StatusEffect;
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using Content.Shared.Stunnable;
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using Robust.Server.GameObjects;
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using Robust.Shared.GameObjects;
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@@ -21,10 +22,9 @@ namespace Content.Server.MobState.States
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status.ShowAlert(AlertType.HumanDead);
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}
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if (entity.TryGetComponent(out StunnableComponent? stun))
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if (entity.TryGetComponent(out StatusEffectsComponent? stun))
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{
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// TODO: Use resolves to pass ServerAlertsComponent here.
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EntitySystem.Get<StunSystem>().Reset(entity.Uid, stun);
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EntitySystem.Get<StatusEffectsSystem>().TryRemoveStatusEffect(entity.Uid, "Stun");
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}
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}
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}
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