* Add stamina damage resistance * Probably starting a civil war within the community. * Tweak some values, my chart was outdated. * Tone down the values * Allow a way to bypass the resistances, which forks downstream can use. * Apply suggestions from code review Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Comment out the changes to non-deathsquad suits. * minor text fix e * review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> Co-authored-by: SlamBamActionman <slambamactionman@gmail.com> Co-authored-by: Milon <milonpl.git@proton.me>
39 lines
1.3 KiB
C#
39 lines
1.3 KiB
C#
using Content.Shared.Armor;
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using Content.Shared.Damage.Components;
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using Content.Shared.Damage.Events;
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using Content.Shared.Inventory;
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namespace Content.Shared.Damage.Systems;
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public sealed partial class StaminaSystem
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{
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private void InitializeResistance()
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{
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SubscribeLocalEvent<StaminaResistanceComponent, BeforeStaminaDamageEvent>(OnGetResistance);
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SubscribeLocalEvent<StaminaResistanceComponent, InventoryRelayedEvent<BeforeStaminaDamageEvent>>(RelayedResistance);
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SubscribeLocalEvent<StaminaResistanceComponent, ArmorExamineEvent>(OnArmorExamine);
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}
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private void OnGetResistance(Entity<StaminaResistanceComponent> ent, ref BeforeStaminaDamageEvent args)
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{
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args.Value *= ent.Comp.DamageCoefficient;
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}
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private void RelayedResistance(Entity<StaminaResistanceComponent> ent, ref InventoryRelayedEvent<BeforeStaminaDamageEvent> args)
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{
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if (ent.Comp.Worn)
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OnGetResistance(ent, ref args.Args);
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}
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private void OnArmorExamine(Entity<StaminaResistanceComponent> ent, ref ArmorExamineEvent args)
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{
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var value = MathF.Round((1f - ent.Comp.DamageCoefficient) * 100, 1);
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if (value == 0)
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return;
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args.Msg.PushNewline();
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args.Msg.AddMarkupOrThrow(Loc.GetString(ent.Comp.Examine, ("value", value)));
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}
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}
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