fix: Check revenant ability costs correctly (#32050)
* fix: Check revenant ability costs correctly * refactor: Idiomatically get negative value
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@@ -170,7 +170,7 @@ public sealed partial class RevenantSystem : EntitySystem
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}
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}
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ChangeEssenceAmount(uid, abilityCost, component, false);
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ChangeEssenceAmount(uid, -abilityCost, component, false);
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_statusEffects.TryAddStatusEffect<CorporealComponent>(uid, "Corporeal", TimeSpan.FromSeconds(debuffs.Y), false);
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_stun.TryStun(uid, TimeSpan.FromSeconds(debuffs.X), false);
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@@ -86,7 +86,7 @@ public sealed partial class RevenantComponent : Component
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/// The amount of essence that is needed to use the ability.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite), DataField("defileCost")]
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public FixedPoint2 DefileCost = -30;
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public FixedPoint2 DefileCost = 30;
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/// <summary>
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/// The status effects applied after the ability
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@@ -121,7 +121,7 @@ public sealed partial class RevenantComponent : Component
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/// The amount of essence that is needed to use the ability.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite), DataField("overloadCost")]
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public FixedPoint2 OverloadCost = -40;
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public FixedPoint2 OverloadCost = 40;
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/// <summary>
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/// The status effects applied after the ability
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@@ -149,7 +149,7 @@ public sealed partial class RevenantComponent : Component
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/// The amount of essence that is needed to use the ability.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite), DataField("blightCost")]
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public float BlightCost = -50;
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public float BlightCost = 50;
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/// <summary>
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/// The status effects applied after the ability
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@@ -171,7 +171,7 @@ public sealed partial class RevenantComponent : Component
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/// The amount of essence that is needed to use the ability.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite), DataField("malfunctionCost")]
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public FixedPoint2 MalfunctionCost = -60;
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public FixedPoint2 MalfunctionCost = 60;
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/// <summary>
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/// The status effects applied after the ability
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