* LOCKED THE FUCK IN * Forgot this little fella * Crying * All entity effects ported, needs cleanup still * Commit * HEHEHEHAW * Shelve for now * fixe * Big * First big chunk of changes * Big if true * Commit * IT BUILDS!!! * Fix LINTER fails * Cleanup * Scale working, cut down on some evil code * Delete old Entity Effects * Accidentally breaking shit by fixing bugs * Fix a bunch of effects not working * Fix reagent thresholds * Update damage * Wait don't change the gas metabolisms A * Cleanup * more fixes * Eh * Misc fixes and jank * Remove two things, add bullshit, change condition to inverted * Remove unused "Shared" system structure * Namespace fix * merge conflicts/cleanup * More fixes * Guidebook text begins * Shelve * Push * More shit to push * Fix * Fix merg conflicts * BLOOD FOR THE BLOOD GOD!!! * Mild cleanup and lists * Fix localization and comments * Shuffle localization around a bit. * All done? * Nearly everything * Is this the end? * Whoops forgot to remove that TODO * Get rid of some warnings for good measure... * It's done * Should make those virtual in case we want to override them tbqh... * Update Content.Shared/EntityEffects/Effects/Botany/PlantAttributes/PlantDestroySeeds.cs Co-authored-by: Pok <113675512+Pok27@users.noreply.github.com> * Fix test fails real * Add to codeowners * Documentation to everything * Forgot to push whoops * Standardize Condition names * Fix up metabolism a little as a treat * review * add IsServer checks --------- Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com> Co-authored-by: Pok <113675512+Pok27@users.noreply.github.com>
35 lines
1.2 KiB
C#
35 lines
1.2 KiB
C#
using Content.Shared.Traits.Assorted;
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using Robust.Shared.Prototypes;
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namespace Content.Shared.EntityEffects.Effects;
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/// <summary>
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/// Resets the narcolepsy timer on a given entity.
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/// The new duration of the timer is modified by scale.
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/// </summary>
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/// <inheritdoc cref="EntityEffectSystem{T,TEffect}"/>
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public sealed partial class ResetNarcolepsyEntityEffectSystem : EntityEffectSystem<NarcolepsyComponent, ResetNarcolepsy>
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{
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[Dependency] private readonly NarcolepsySystem _narcolepsy = default!;
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protected override void Effect(Entity<NarcolepsyComponent> entity, ref EntityEffectEvent<ResetNarcolepsy> args)
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{
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var timer = args.Effect.TimerReset * args.Scale;
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_narcolepsy.AdjustNarcolepsyTimer(entity.AsNullable(), timer);
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}
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}
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/// <inheritdoc cref="EntityEffect"/>
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public sealed partial class ResetNarcolepsy : EntityEffectBase<ResetNarcolepsy>
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{
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/// <summary>
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/// The time we set our narcolepsy timer to.
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/// </summary>
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[DataField("TimerReset")]
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public TimeSpan TimerReset = TimeSpan.FromSeconds(600);
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public override string EntityEffectGuidebookText(IPrototypeManager prototype, IEntitySystemManager entSys) =>
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Loc.GetString("entity-effect-guidebook-reset-narcolepsy", ("chance", Probability));
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}
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