# Conflicts: # .github/CODEOWNERS # .github/ISSUE_TEMPLATE/config.yml # .github/ISSUE_TEMPLATE/issue_report.md # Content.Client/Lobby/UI/HumanoidProfileEditor.xaml.cs # Content.Client/Medical/CrewMonitoring/CrewMonitoringWindow.xaml # Content.Client/UserInterface/Systems/Ghost/Controls/Roles/MakeGhostRoleWindow.xaml # Content.Client/UserInterface/Systems/Ghost/Controls/Roles/MakeGhostRoleWindow.xaml.cs # Content.Client/Weapons/Ranged/Systems/GunSystem.cs # Content.IntegrationTests/Tests/Destructible/DestructibleDamageGroupTest.cs # Content.IntegrationTests/Tests/Destructible/DestructibleDamageTypeTest.cs # Content.Server/Administration/Systems/AdminVerbSystem.Smites.cs # Content.Server/Arcade/SpaceVillainGame/SpaceVillainArcadeComponent.cs # Content.Server/Atmos/EntitySystems/FlammableSystem.cs # Content.Server/Chat/Systems/ChatSystem.cs # Content.Server/Destructible/Thresholds/DamageThreshold.cs # Content.Server/Entry/EntryPoint.cs # Content.Server/Fluids/EntitySystems/PuddleSystem.cs # Content.Server/GuideGenerator/ReagentEntry.cs # Content.Server/IoC/ServerContentIoC.cs # Content.Server/Medical/HealthAnalyzerSystem.cs # Content.Server/Medical/VomitSystem.cs # Content.Server/Radio/EntitySystems/HeadsetSystem.cs # Content.Server/Revenant/EntitySystems/RevenantSystem.cs # Content.Server/Weapons/Ranged/Systems/GunSystem.cs # Content.Shared/Armor/SharedArmorSystem.cs # Content.Shared/Bed/Sleep/SleepingSystem.cs # Content.Shared/Cabinet/ItemCabinetSystem.cs # Content.Shared/Chat/SharedChatSystem.Emote.cs # Content.Shared/Chat/SharedChatSystem.cs # Content.Shared/Clothing/EntitySystems/MaskSystem.cs # Content.Shared/Clothing/EntitySystems/SharedChameleonClothingSystem.cs # Content.Shared/Damage/Systems/DamageableSystem.cs # Content.Shared/EntityEffects/Effects/StatusEffects/GenericStatusEffect.cs # Content.Shared/EntityEffects/Effects/Transform/ExplosionEntityEffect.cs # Content.Shared/Humanoid/HumanoidCharacterAppearance.cs # Content.Shared/IoC/SharedContentIoC.cs # Content.Shared/Lock/LockSystem.cs # Content.Shared/Ninja/Components/NinjaSuitComponent.cs # Content.Shared/Preferences/HumanoidCharacterProfile.cs # Content.Shared/Revenant/Components/RevenantComponent.cs # Content.Shared/Silicons/StationAi/SharedStationAiSystem.Airlock.cs # Content.Shared/Trigger/Systems/TriggerSystem.Condition.cs # Content.Shared/VendingMachines/SharedVendingMachineSystem.cs # Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs # Content.Shared/Weapons/Ranged/HitscanPrototype.cs # Content.Shared/Xenoarchaeology/Artifact/XAT/BaseQueryUpdateXATSystem.cs # README.md # Resources/Audio/Weapons/attributions.yml # Resources/Locale/en-US/_strings/ghost/make-ghost-gui.ftl # Resources/Locale/en-US/_strings/guidebook/chemistry/conditions.ftl # Resources/Locale/en-US/_strings/guidebook/chemistry/effects.ftl # Resources/Locale/en-US/_strings/guidebook/chemistry/healthchange.ftl # Resources/Locale/en-US/_strings/guidebook/chemistry/statuseffects.ftl # Resources/Locale/en-US/_strings/job/job-description.ftl # Resources/Locale/en-US/_strings/medical/components/crew-monitoring-component.ftl # Resources/Locale/en-US/_strings/npc/hugbot.ftl # Resources/Locale/en-US/_strings/npc/npc-debug.ftl # Resources/Locale/en-US/_strings/speech/speech-triggers.ftl # Resources/Locale/en-US/_strings/ui/stat-values.ftl # Resources/Locale/en-US/guidebook/chemistry/conditions.ftl # Resources/Locale/en-US/guidebook/chemistry/effects.ftl # Resources/Locale/en-US/guidebook/chemistry/healthchange.ftl # Resources/Locale/en-US/guidebook/entity-effects/conditions.ftl # Resources/Locale/en-US/guidebook/entity-effects/effects.ftl # Resources/Locale/en-US/guidebook/entity-effects/healthchange.ftl # Resources/Maps/Shuttles/cargo_relic.yml # Resources/Maps/_Sunrise/Station/bagel.yml # Resources/Maps/_Sunrise/Station/barratry.yml # Resources/Maps/_Sunrise/Station/fland.yml # Resources/Maps/_Sunrise/Station/marathon.yml # Resources/Maps/_Sunrise/Station/oasis.yml # Resources/Maps/_Sunrise/Station/packed.yml # Resources/Maps/_Sunrise/Station/plasma.yml # Resources/Maps/_Sunrise/Station/relic.yml # Resources/Maps/_Sunrise/event/clon_mine.yml # Resources/Maps/_Sunrise/event/void.yml # Resources/Prototypes/Body/Prototypes/vox.yml # Resources/Prototypes/Catalog/Fills/Boxes/emergency.yml # Resources/Prototypes/Catalog/Fills/Crates/fun.yml # Resources/Prototypes/Catalog/Fills/Lockers/heads.yml # Resources/Prototypes/Catalog/Fills/Lockers/security.yml # Resources/Prototypes/Entities/Clothing/Belt/belts.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/suits.yml # Resources/Prototypes/Entities/Mobs/NPCs/silicon.yml # Resources/Prototypes/Entities/Mobs/Species/skeleton.yml # Resources/Prototypes/Entities/Objects/Devices/Electronics/base_electronics.yml # Resources/Prototypes/Entities/Objects/Misc/identification_cards.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/pistol.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/pistol.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Battery/battery_guns.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/hitscan.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/projectiles.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/access.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/airlocks.yml # Resources/Prototypes/Entities/Structures/Doors/MaterialDoors/material_doors.yml # Resources/Prototypes/Entities/Structures/Machines/lathe.yml # Resources/Prototypes/Entities/Structures/Specific/Atmospherics/sensor.yml # Resources/Prototypes/Loadouts/Jobs/Engineering/station_engineer.yml # Resources/Prototypes/Loadouts/Jobs/Science/scientist.yml # Resources/Prototypes/Loadouts/Jobs/Security/security_officer.yml # Resources/Prototypes/Loadouts/Miscellaneous/glasses.yml # Resources/Prototypes/Loadouts/loadout_groups.yml # Resources/Prototypes/Objectives/objectiveGroups.yml # Resources/Prototypes/Reagents/Consumable/Drink/alcohol.yml # Resources/Prototypes/Reagents/medicine.yml # Resources/Prototypes/Reagents/narcotics.yml # Resources/Prototypes/Reagents/toxins.yml # Resources/Prototypes/Recipes/Lathes/Packs/biogen.yml # Resources/Prototypes/Recipes/Lathes/Packs/security.yml # Resources/Prototypes/Recipes/Lathes/biogen.yml # Resources/Prototypes/Roles/Antags/nukeops.yml # Resources/Prototypes/Roles/Antags/revolutionary.yml # Resources/Prototypes/Roles/Antags/thief.yml # Resources/Prototypes/Roles/Antags/traitor.yml # Resources/Prototypes/Roles/Antags/wizard.yml # Resources/Prototypes/Roles/Antags/zombie.yml # Resources/Prototypes/Roles/Jobs/Cargo/salvage_specialist.yml # Resources/Prototypes/Roles/Jobs/Civilian/bartender.yml # Resources/Prototypes/Roles/Jobs/Civilian/chef.yml # Resources/Prototypes/Roles/Jobs/Civilian/mime.yml # Resources/Prototypes/Roles/Jobs/Engineering/atmospheric_technician.yml # Resources/Prototypes/Roles/Jobs/Engineering/station_engineer.yml # Resources/Prototypes/Roles/Jobs/Engineering/technical_assistant.yml # Resources/Prototypes/Roles/Jobs/Medical/chemist.yml # Resources/Prototypes/Roles/Jobs/Medical/medical_doctor.yml # Resources/Prototypes/Roles/Jobs/Medical/medical_intern.yml # Resources/Prototypes/Roles/Jobs/Medical/paramedic.yml # Resources/Prototypes/Roles/Jobs/Science/borg.yml # Resources/Prototypes/Roles/Jobs/Science/research_assistant.yml # Resources/Prototypes/Roles/Jobs/Science/scientist.yml # Resources/Prototypes/Roles/Jobs/Security/security_cadet.yml # Resources/Prototypes/Roles/Jobs/Security/security_officer.yml # Resources/Prototypes/Roles/Jobs/Security/warden.yml # Resources/Prototypes/Stacks/Materials/crystals.yml # Resources/Prototypes/Stacks/floor_tile_stacks.yml # Resources/Prototypes/tags.yml # Resources/ServerInfo/Guidebook/Science/ArtifactReports.xml # Resources/ServerInfo/Guidebook/Science/Xenoarchaeology.xml # Resources/Textures/Clothing/Hands/Gloves/Color/black.rsi/equipped-HAND.png # Resources/Textures/Clothing/Hands/Gloves/Color/black.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/mime.rsi/meta.json # Resources/Textures/Effects/speech.rsi/moth3.png # Resources/Textures/Interface/Misc/job_icons.rsi/meta.json # Resources/Textures/Structures/Machines/microwave.rsi/meta.json # Resources/Textures/Structures/Machines/microwave.rsi/mw.png # Resources/Textures/Structures/Machines/microwave.rsi/mw0.png # Resources/Textures/Structures/Machines/microwave.rsi/mw_running_unlit.png # Resources/Textures/Structures/Machines/microwave.rsi/mw_unlit.png # Resources/Textures/Structures/Machines/microwave.rsi/mwb.png # Resources/Textures/Structures/Machines/microwave.rsi/mwbloody.png # Resources/Textures/Structures/Machines/microwave.rsi/mwbloody0.png # Resources/Textures/Structures/Machines/microwave.rsi/mwbloody1.png # Resources/Textures/Structures/Machines/microwave.rsi/mwbloodyo.png # Resources/Textures/Structures/Machines/microwave.rsi/mwo.png # Resources/Textures/Structures/Machines/microwave_syndie.rsi/meta.json # Resources/Textures/Structures/Machines/microwave_syndie.rsi/mw.png # Resources/Textures/Structures/Machines/microwave_syndie.rsi/mw0.png # Resources/Textures/Structures/Machines/microwave_syndie.rsi/mw_running_unlit.png # Resources/Textures/Structures/Machines/microwave_syndie.rsi/mw_unlit.png # Resources/Textures/Structures/Machines/microwave_syndie.rsi/mwb.png # Resources/Textures/Structures/Machines/microwave_syndie.rsi/mwo.png # Resources/migration.yml # RobustToolbox
411 lines
16 KiB
C#
411 lines
16 KiB
C#
using Content.Shared.ActionBlocker;
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using Content.Shared.Administration.Logs;
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using Content.Shared.Alert;
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using Content.Shared.Interaction.Events;
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using Content.Shared.Inventory.Events;
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using Content.Shared.Item;
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using Content.Shared.Damage.Systems;
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using Content.Shared.Database;
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using Content.Shared.DoAfter;
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using Content.Shared.Hands;
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using Content.Shared.Mobs;
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using Content.Shared.Mobs.Components;
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using Content.Shared.Movement.Events;
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using Content.Shared.Movement.Systems;
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using Content.Shared.Standing;
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using Content.Shared.StatusEffectNew;
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using Content.Shared.Throwing;
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using Content.Shared.Whitelist;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Physics.Events;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Timing;
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namespace Content.Shared.Stunnable;
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public abstract partial class SharedStunSystem : EntitySystem
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{
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public static readonly EntProtoId StunId = "StatusEffectStunned";
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[Dependency] protected readonly IGameTiming GameTiming = default!;
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[Dependency] private readonly ISharedAdminLogManager _adminLogger = default!;
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[Dependency] protected readonly ActionBlockerSystem Blocker = default!;
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[Dependency] protected readonly AlertsSystem Alerts = default!;
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[Dependency] private readonly EntityWhitelistSystem _entityWhitelist = default!;
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[Dependency] private readonly MovementSpeedModifierSystem _movementSpeedModifier = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] protected readonly SharedAppearanceSystem Appearance = default!;
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[Dependency] protected readonly SharedDoAfterSystem DoAfter = default!;
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[Dependency] protected readonly SharedStaminaSystem Stamina = default!;
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[Dependency] private readonly StatusEffectsSystem _status = default!;
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public override void Initialize()
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{
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SubscribeLocalEvent<StunnedComponent, ComponentStartup>(UpdateCanMove);
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SubscribeLocalEvent<StunnedComponent, ComponentShutdown>(OnStunShutdown);
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SubscribeLocalEvent<StunOnContactComponent, StartCollideEvent>(OnStunOnContactCollide);
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// Attempt event subscriptions.
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SubscribeLocalEvent<StunnedComponent, ChangeDirectionAttemptEvent>(OnAttempt);
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SubscribeLocalEvent<StunnedComponent, UpdateCanMoveEvent>(OnMoveAttempt);
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SubscribeLocalEvent<StunnedComponent, InteractionAttemptEvent>(OnAttemptInteract);
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SubscribeLocalEvent<StunnedComponent, UseAttemptEvent>(OnAttempt);
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SubscribeLocalEvent<StunnedComponent, ThrowAttemptEvent>(OnAttempt);
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SubscribeLocalEvent<StunnedComponent, DropAttemptEvent>(OnAttempt);
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SubscribeLocalEvent<StunnedComponent, AttackAttemptEvent>(OnAttempt);
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SubscribeLocalEvent<StunnedComponent, PickupAttemptEvent>(OnAttempt);
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SubscribeLocalEvent<StunnedComponent, IsEquippingAttemptEvent>(OnEquipAttempt);
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SubscribeLocalEvent<StunnedComponent, IsUnequippingAttemptEvent>(OnUnequipAttempt);
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SubscribeLocalEvent<MobStateComponent, MobStateChangedEvent>(OnMobStateChanged);
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// New Status Effect subscriptions
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SubscribeLocalEvent<StunnedStatusEffectComponent, StatusEffectAppliedEvent>(OnStunStatusApplied);
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SubscribeLocalEvent<StunnedStatusEffectComponent, StatusEffectRemovedEvent>(OnStunStatusRemoved);
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SubscribeLocalEvent<StunnedStatusEffectComponent, StatusEffectRelayedEvent<StunEndAttemptEvent>>(OnStunEndAttempt);
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SubscribeLocalEvent<KnockdownStatusEffectComponent, StatusEffectAppliedEvent>(OnKnockdownStatusApplied);
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SubscribeLocalEvent<KnockdownStatusEffectComponent, StatusEffectRelayedEvent<StandUpAttemptEvent>>(OnStandUpAttempt);
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// Stun Appearance Data
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InitializeKnockdown();
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InitializeAppearance();
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}
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private void OnAttemptInteract(Entity<StunnedComponent> ent, ref InteractionAttemptEvent args)
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{
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args.Cancelled = true;
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}
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private void OnMobStateChanged(EntityUid uid, MobStateComponent component, MobStateChangedEvent args)
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{
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switch (args.NewMobState)
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{
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case MobState.Alive:
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{
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break;
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}
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case MobState.Critical:
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{
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_status.TryRemoveStatusEffect(uid, StunId);
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break;
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}
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case MobState.Dead:
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{
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_status.TryRemoveStatusEffect(uid, StunId);
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break;
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}
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case MobState.Invalid:
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default:
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return;
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}
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}
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private void OnStunShutdown(Entity<StunnedComponent> ent, ref ComponentShutdown args)
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{
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// This exists so the client can end their funny animation if they're playing one.
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UpdateCanMove(ent, ent.Comp, args);
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Appearance.RemoveData(ent, StunVisuals.SeeingStars);
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}
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private void UpdateCanMove(EntityUid uid, StunnedComponent component, EntityEventArgs args)
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{
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Blocker.UpdateCanMove(uid);
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}
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private void OnStunOnContactCollide(Entity<StunOnContactComponent> ent, ref StartCollideEvent args)
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{
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if (args.OurFixtureId != ent.Comp.FixtureId)
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return;
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if (_entityWhitelist.IsBlacklistPass(ent.Comp.Blacklist, args.OtherEntity))
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return;
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TryUpdateStunDuration(args.OtherEntity, ent.Comp.Duration);
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TryKnockdown(args.OtherEntity, ent.Comp.Duration, force: true);
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}
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// TODO STUN: Make events for different things. (Getting modifiers, attempt events, informative events...)
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public bool TryAddStunDuration(EntityUid uid, TimeSpan duration)
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{
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if (!_status.TryAddStatusEffectDuration(uid, StunId, duration))
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return false;
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OnStunnedSuccessfully(uid, duration);
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return true;
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}
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public bool TryUpdateStunDuration(EntityUid uid, TimeSpan? duration)
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{
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if (!_status.TryUpdateStatusEffectDuration(uid, StunId, duration))
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return false;
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OnStunnedSuccessfully(uid, duration);
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return true;
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}
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private void OnStunnedSuccessfully(EntityUid uid, TimeSpan? duration)
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{
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var ev = new StunnedEvent(); // todo: rename event or change how it is raised - this event is raised each time duration of stun was externally changed
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RaiseLocalEvent(uid, ref ev);
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var timeForLogs = duration.HasValue
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? duration.Value.Seconds.ToString()
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: "Infinite";
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_adminLogger.Add(LogType.Stamina, LogImpact.Medium, $"{ToPrettyString(uid):user} stunned for {timeForLogs} seconds");
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}
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/// <summary>
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/// Tries to knock an entity to the ground, but will fail if they aren't able to crawl.
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/// Useful if you don't want to paralyze an entity that can't crawl, but still want to knockdown
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/// entities that can.
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/// </summary>
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/// <param name="entity">Entity we're trying to knockdown.</param>
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/// <param name="time">Time of the knockdown.</param>
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/// <param name="refresh">Do we refresh their timer, or add to it if one exists?</param>
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/// <param name="autoStand">Whether we should automatically stand when knockdown ends.</param>
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/// <param name="drop">Should we drop what we're holding?</param>
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/// <param name="force">Should we force crawling? Even if something tried to block it?</param>
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/// <returns>Returns true if the entity is able to crawl, and was able to be knocked down.</returns>
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public bool TryCrawling(Entity<CrawlerComponent?> entity,
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TimeSpan? time,
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bool refresh = true,
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bool autoStand = true,
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bool drop = true,
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bool force = false)
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{
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if (!Resolve(entity, ref entity.Comp, false))
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return false;
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return TryKnockdown(entity, time, refresh, autoStand, drop, force);
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}
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/// <inheritdoc cref="TryCrawling(Entity{CrawlerComponent?},TimeSpan?,bool,bool,bool,bool)"/>
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/// <summary>An overload of TryCrawling which uses the default crawling time from the CrawlerComponent as its timespan.</summary>
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public bool TryCrawling(Entity<CrawlerComponent?> entity,
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bool refresh = true,
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bool autoStand = true,
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bool drop = true,
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bool force = false)
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{
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if (!Resolve(entity, ref entity.Comp, false))
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return false;
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return TryKnockdown(entity, entity.Comp.DefaultKnockedDuration, refresh, autoStand, drop, force);
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}
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/// <summary>
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/// Checks if we can knock down an entity to the ground...
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/// </summary>
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/// <param name="entity">The entity we're trying to knock down</param>
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/// <param name="time">The time of the knockdown</param>
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/// <param name="autoStand">Whether we want to automatically stand when knockdown ends.</param>
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/// <param name="drop">Whether we should drop items.</param>
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/// <param name="force">Should we force the status effect?</param>
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public bool CanKnockdown(Entity<StandingStateComponent?> entity, ref TimeSpan? time, ref bool autoStand, ref bool drop, bool force = false)
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{
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if (time <= TimeSpan.Zero)
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return false;
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// Can't fall down if you can't actually be downed.
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if (!Resolve(entity, ref entity.Comp, false))
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return false;
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var evAttempt = new KnockDownAttemptEvent(autoStand, drop, time);
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RaiseLocalEvent(entity, ref evAttempt);
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autoStand = evAttempt.AutoStand;
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drop = evAttempt.Drop;
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return force || !evAttempt.Cancelled;
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}
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/// <summary>
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/// Knocks down the entity, making it fall to the ground.
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/// </summary>
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/// <param name="entity">The entity we're trying to knock down</param>
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/// <param name="time">The time of the knockdown</param>
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/// <param name="refresh">Whether we should refresh a running timer or add to it, if one exists.</param>
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/// <param name="autoStand">Whether we want to automatically stand when knockdown ends.</param>
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/// <param name="drop">Whether we should drop items.</param>
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/// <param name="force">Should we force the status effect?</param>
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public bool TryKnockdown(Entity<CrawlerComponent?> entity, TimeSpan? time, bool refresh = true, bool autoStand = true, bool drop = true, bool force = false)
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{
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if (!CanKnockdown(entity.Owner, ref time, ref autoStand, ref drop, force))
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return false;
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// If the entity can't crawl they also need to be stunned, and therefore we should be using paralysis status effect.
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// Also time shouldn't be null if we're and trying to add time but, we check just in case anyways.
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if (!Resolve(entity, ref entity.Comp, false))
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return refresh || time == null ? TryUpdateParalyzeDuration(entity, time) : TryAddParalyzeDuration(entity, time.Value);
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Knockdown(entity, time, refresh, autoStand, drop);
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return true;
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}
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private void Crawl(Entity<CrawlerComponent?> entity, TimeSpan? time, bool refresh, bool autoStand, bool drop)
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{
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if (!Resolve(entity, ref entity.Comp, false))
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return;
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Knockdown(entity, time, refresh, autoStand, drop);
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}
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private void Knockdown(EntityUid uid, TimeSpan? time, bool refresh, bool autoStand, bool drop)
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{
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// Initialize our component with the relevant data we need if we don't have it
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if (EnsureComp<KnockedDownComponent>(uid, out var component))
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{
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RefreshKnockedMovement((uid, component));
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CancelKnockdownDoAfter((uid, component));
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}
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else
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{
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// Only drop items the first time we want to fall...
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if (drop)
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{
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var ev = new DropHandItemsEvent();
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RaiseLocalEvent(uid, ref ev);
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}
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// Only update Autostand value if it's our first time being knocked down...
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SetAutoStand((uid, component), autoStand);
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}
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var knockedEv = new KnockedDownEvent();
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RaiseLocalEvent(uid, ref knockedEv);
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if (time != null)
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{
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UpdateKnockdownTime((uid, component), time.Value, refresh);
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_adminLogger.Add(LogType.Stamina, LogImpact.Medium, $"{ToPrettyString(uid):user} was knocked down for {time.Value.Seconds} seconds");
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}
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else
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{
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Alerts.ShowAlert(uid, KnockdownAlert);
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_adminLogger.Add(LogType.Stamina, LogImpact.Medium, $"{ToPrettyString(uid):user} was knocked down");
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}
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}
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public bool TryAddParalyzeDuration(EntityUid uid, TimeSpan? duration)
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{
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if (duration == null)
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return TryUpdateParalyzeDuration(uid, duration);
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if (!_status.TryAddStatusEffectDuration(uid, StunId, duration.Value))
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|
return false;
|
|
|
|
// We can't exit knockdown when we're stunned, so this prevents knockdown lasting longer than the stun.
|
|
Knockdown(uid, null, false, true, true);
|
|
OnStunnedSuccessfully(uid, duration);
|
|
|
|
return true;
|
|
}
|
|
|
|
public bool TryUpdateParalyzeDuration(EntityUid uid, TimeSpan? duration)
|
|
{
|
|
if (!_status.TryUpdateStatusEffectDuration(uid, StunId, duration))
|
|
return false;
|
|
|
|
// We can't exit knockdown when we're stunned, so this prevents knockdown lasting longer than the stun.
|
|
Knockdown(uid, null, false, true, true);
|
|
OnStunnedSuccessfully(uid, duration);
|
|
|
|
return true;
|
|
}
|
|
|
|
public bool TryUnstun(Entity<StunnedComponent?> entity)
|
|
{
|
|
if (!Resolve(entity, ref entity.Comp, logMissing: false))
|
|
return true;
|
|
|
|
var ev = new StunEndAttemptEvent();
|
|
RaiseLocalEvent(entity, ref ev);
|
|
|
|
return !ev.Cancelled && RemComp<StunnedComponent>(entity);
|
|
}
|
|
|
|
private void OnStunStatusApplied(Entity<StunnedStatusEffectComponent> entity, ref StatusEffectAppliedEvent args)
|
|
{
|
|
if (GameTiming.ApplyingState)
|
|
return;
|
|
|
|
EnsureComp<StunnedComponent>(args.Target);
|
|
}
|
|
|
|
private void OnStunStatusRemoved(Entity<StunnedStatusEffectComponent> entity, ref StatusEffectRemovedEvent args)
|
|
{
|
|
TryUnstun(args.Target);
|
|
}
|
|
|
|
private void OnStunEndAttempt(Entity<StunnedStatusEffectComponent> entity, ref StatusEffectRelayedEvent<StunEndAttemptEvent> args)
|
|
{
|
|
if (args.Args.Cancelled)
|
|
return;
|
|
|
|
var ev = args.Args;
|
|
ev.Cancelled = true;
|
|
args.Args = ev;
|
|
}
|
|
|
|
private void OnKnockdownStatusApplied(Entity<KnockdownStatusEffectComponent> entity, ref StatusEffectAppliedEvent args)
|
|
{
|
|
if (GameTiming.ApplyingState)
|
|
return;
|
|
|
|
// If you make something that shouldn't crawl, crawl, that's your own fault.
|
|
if (entity.Comp.Crawl)
|
|
Crawl(args.Target, null, true, true, drop: entity.Comp.Drop);
|
|
else
|
|
Knockdown(args.Target, null, true, true, drop: entity.Comp.Drop);
|
|
}
|
|
|
|
private void OnStandUpAttempt(Entity<KnockdownStatusEffectComponent> entity, ref StatusEffectRelayedEvent<StandUpAttemptEvent> args)
|
|
{
|
|
if (args.Args.Cancelled)
|
|
return;
|
|
|
|
var ev = args.Args;
|
|
ev.Cancelled = true;
|
|
args.Args = ev;
|
|
}
|
|
|
|
#region Attempt Event Handling
|
|
|
|
private void OnMoveAttempt(EntityUid uid, StunnedComponent stunned, UpdateCanMoveEvent args)
|
|
{
|
|
if (stunned.LifeStage > ComponentLifeStage.Running)
|
|
return;
|
|
|
|
args.Cancel();
|
|
}
|
|
|
|
private void OnAttempt(EntityUid uid, StunnedComponent stunned, CancellableEntityEventArgs args)
|
|
{
|
|
args.Cancel();
|
|
}
|
|
|
|
private void OnEquipAttempt(EntityUid uid, StunnedComponent stunned, IsEquippingAttemptEvent args)
|
|
{
|
|
// is this a self-equip, or are they being stripped?
|
|
if (args.Equipee == uid)
|
|
args.Cancel();
|
|
}
|
|
|
|
private void OnUnequipAttempt(EntityUid uid, StunnedComponent stunned, IsUnequippingAttemptEvent args)
|
|
{
|
|
// is this a self-equip, or are they being stripped?
|
|
if (args.Unequipee == uid)
|
|
args.Cancel();
|
|
}
|
|
|
|
// Sunrise-Start
|
|
public bool IsParalyzed(EntityUid uid)
|
|
{
|
|
return HasComp<StunnedComponent>(uid) || HasComp<KnockedDownComponent>(uid);
|
|
}
|
|
// Sunrise-End
|
|
|
|
#endregion
|
|
}
|