* feat: add a component for rejuvenateable effects * feat: let god mode'd entities get buffs * fix: handle old status effect system Didn't realize BeforeStatusEffectAddedEvent was called by both systems, oops. * refactor: rename to RejuvenateRemovedStatusEffect * fix: make forced sleeping a debuff again Missed in rebase. * refactor: make BeforeStatusEffectAdded two events
15 lines
584 B
C#
15 lines
584 B
C#
using Content.Shared.Damage.Components;
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using Content.Shared.Rejuvenate;
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using Robust.Shared.GameStates;
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namespace Content.Shared.StatusEffectNew.Components;
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/// <summary>
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/// Marker component for a status effect that should be removed on rejuvenation
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/// and should not be applied on targets with <see cref="GodmodeComponent" />.
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/// Only applies to effects using the new <see cref="StatusEffectsSystem" />.
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/// </summary>
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/// <seealso cref="RejuvenateEvent"/>
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[RegisterComponent, NetworkedComponent]
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public sealed partial class RejuvenateRemovedStatusEffectComponent : Component;
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