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* no breaking pull in crit * condition to species prototypes --------- Co-authored-by: vanx <discord@vanxxxx>
30 lines
1.7 KiB
C#
30 lines
1.7 KiB
C#
using Robust.Shared.Configuration;
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namespace Content.Shared.CCVar;
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public sealed partial class CCVars
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{
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/// <summary>
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/// Used for basic Soft-Crit implementation. Entities are allowed to crawl when in crit, as this CVar intercepts the mover controller check for incapacitation,
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/// and prevents it from stopping movement if this CVar is set to true and the user is Crit but Not Dead. This is only for movement,
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/// you still can't stand up while crit, and you're still more or less helpless.
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/// </summary>
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public static readonly CVarDef<bool> AllowMovementWhileCrit =
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CVarDef.Create("mobstate.allow_movement_while_crit", true, CVar.REPLICATED);
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// WWDP no breaking pulling in crit
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public static readonly CVarDef<bool> AllowBreakingPullingWhileCrit =
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CVarDef.Create("mobstate.allow_breaking_pulling_while_crit", false, CVar.REPLICATED);
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public static readonly CVarDef<bool> AllowTalkingWhileCrit =
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CVarDef.Create("mobstate.allow_talking_while_crit", true, CVar.REPLICATED);
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/// <summary>
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/// Currently does nothing because I would have to figure out WHERE I would even put this check, and the mover controller is fairly complicated.
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/// The goal is to make it so that attempting to move while in 'soft crit' can potentially cause further injury, causing you to die faster. Ideally there would be special
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/// actions that can be performed in soft crit, such as applying pressure to your own injuries to slow down the bleedout, or other varieties of "Will To Live".
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/// </summary>
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public static readonly CVarDef<bool> DamageWhileCritMove =
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CVarDef.Create("mobstate.damage_while_crit_move", false, CVar.REPLICATED);
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}
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