mirror of
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synced 2026-04-18 22:18:52 +03:00
* Automatic changelog update * Make NPC names proper nouns & fix some genders (#20534) * Proper names & genders * Uppercase proper names * Make Smile female * fix bingus wrinkly head (#20531) * rouny meat and steak (#20526) * lost friendship flavor * add rouny steak * rouny special meat * rouny meat textures --------- Co-authored-by: deltanedas <@deltanedas:kde.org> * Automatic changelog update * Wearable Wet Floor Sign and 'Janitorial Suicide Vest' (#20311) * Explosive wet floor sign & janitorial suicide vest * fix attributions * Remove name & desc from explosive wet floor sign * Make wet floor sign chameleonable * Automatic changelog update * Minor slippery stuff (#20535) * Update submodule to 162.2.0 (#20570) * Predicted armor (#20560) * clean up some lines in smile the slime prototype (#20552) * Revert "Use full file path for temp replays (#19002)" (#20545) * Add EyesGlasses into ClothesMate (#20523) * Automatic changelog update * Fix Punpun crew monitor sensor (#20484) * Automatic changelog update * EasyPry airlocks for arrivals. Now also prying refactor I guess (#19394) Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com> * Automatic changelog update * Make arcades hackable again (#20555) * Automatic changelog update * Health alert tweaks (#20557) * Automatic changelog update * Add active and ended game rule components, generic TryRoundStartAttempt and minPlayers field (#20564) * Improve active game rule querying, add generic try round start attempt method, move minPlayers to GameRuleComponent * Nukeops todo and cleanup * Remove Active field * Add EndedGameRuleComponent * bartender suit (#20521) * give me a drink bartender * guh * aARG * Necropolis and mine walls (#20578) * Automatic changelog update * archaic accent tweaks (#20567) * Automatic changelog update * Add confirmation to kick and respawn in the admin player actions panel (#20542) * Remove windows-latest CI runs, remove unused build-test-release.yml (#20540) * Change .editorconfig to keep existing attribute arrangement (#20538) * Automatic changelog update * Catch replay start and end errors on round restarts (#20565) * Update trivial components to use auto comp states (#20539) * Fix role unbans not applying in real time (#20547) * Disable AHelp buttons when no player is selected, update button styling (#20568) * Automatic changelog update * Added a toggle fullscreen button (default F11) (#20272) * Added a toggle fullscreen button (default F11) * Removed un-needed comments * Review Requested Changes * Fixed Acidental Spacing Change * bwoink, removed extraneous code * nothing, litterally * Automatic changelog update * Fix not networking markings (#20588) * Automatic changelog update * Update RobustToolbox to v162.2.1 (#20590) * Automatic changelog update * Glorfcode (force say on damage/stun/crit) (#20562) * Automatic changelog update * Fix AHelp progressively showing more AHelp panels (#20591) * Automatic changelog update * caninsert entitystorage tweaks (#20589) * Automatic changelog update * Fix mapping actions crashing on load (#20592) * Fix loading a map with a ThirstComponent crashing the game (#20594) * Fix electrocution displaying real name of disguised players (#20603) * Organ fixes (#20488) * Automatic changelog update * Kettle medical rework (#20435) * Initial try at medical rework for kettle * Re-add decal decorations to Kettle's medical * Add more lockers to kettle's med * Actually upload kettle's map, not its proto * Automatic changelog update * Added blocked visuals to volumetric pump (#20610) * Automatic changelog update * Move TimedDespawn to engine (#20515) * Update submodule to 163.0.0 (#20616) * Remove v0.1 version number from local main menu screen (#20617) * Remove cloneData parameter from AutoNetworkedField (#20596) * Update submodule to 164.0.0 (#20618) * fix cognizine ghost role (#20632) Co-authored-by: deltanedas <@deltanedas:kde.org> * Automatic changelog update * Move ID layer one pixel to correct alignment (#20630) * Update nukie hardsuit descriptions (#20529) * Make holofans destructable (#20445) * Automatic changelog update * bowl is open (#20453) Co-authored-by: deltanedas <@deltanedas:kde.org> * Add TestPair.WaitCommand() (#20615) * Rename ThreatPrototype and mark fields as required (#20611) * Adjust hard bomb shape (#20608) * dragon refactor, objectives and use GenericAntag (#20201) Co-authored-by: deltanedas <@deltanedas:kde.org> * Automatic changelog update * Added generic empty liquids tank (#20563) * Move view variables verb to the top of the list with no category and localize it (#20546) * saltern update (#20325) Co-authored-by: deltanedas <@deltanedas:kde.org> * Fix followers leaking (#20643) * Add Winter Boots (#20622) * add * fix prototype * Add QM mantle (#20621) * add * fix prototype * Automatic changelog update * Slime mobs breathe nitrogen and resprite their organs (#20577) * Slimes breathe nitrogen and resprite their organs * ups * mmm * Automatic changelog update * Fix the new lizard horn's consistency + issue (#20620) * fix * add * Revert "add" This reverts commit a054a3204a8f185a94ceb80b1bd3bc9f30423711. * Add RandomHumanoidAppearance component to for space ninjas (#20605) * Automatic changelog update * Space cat breathes space (#20550) * Space cat breathes space Made Space Cat lungs ROBUST * Made Space Cat's lungs ROBUST 2.0 * Automatic changelog update * Wide anomaly locator (#20581) * Add files via upload * Add files via upload * Add files via upload * Add files via upload * add textures * fix encoding * fix 2 * Automatic changelog update * Fixed Telescopic Shield Lighting (#20650) * Fixed Telescopic Shield Lighting Bug fix #20199 * no need for these at all --------- Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com> * Automatic changelog update * Add a special hardsuit for nukie medic (#20471) * Automatic changelog update * Carry over other mutations when doing species mutation (#20551) * Automatic changelog update * Add Spanish accent to poncho and sombrero (#20377) --------- Co-authored-by: PJBot <pieterjan.briers+bot@gmail.com> Co-authored-by: Psychpsyo <60073468+Psychpsyo@users.noreply.github.com> Co-authored-by: deltanedas <39013340+deltanedas@users.noreply.github.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com> Co-authored-by: ravage <142820619+ravage123321@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: LEVELcat <68501903+LEVELcat@users.noreply.github.com> Co-authored-by: Repo <47093363+Titian3@users.noreply.github.com> Co-authored-by: nikthechampiongr <32041239+nikthechampiongr@users.noreply.github.com> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com> Co-authored-by: Doru991 <75124791+Doru991@users.noreply.github.com> Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> Co-authored-by: Skarletto <122584947+Skarletto@users.noreply.github.com> Co-authored-by: NULL882 <104377798+NULL882@users.noreply.github.com> Co-authored-by: lunarcomets <140772713+lunarcomets@users.noreply.github.com> Co-authored-by: Miro Kavaliou <miraslauk@gmail.com> Co-authored-by: Kara <lunarautomaton6@gmail.com> Co-authored-by: Kacper Urbańczyk <kacperjaroslawurbanczyk@gmail.com> Co-authored-by: TsjipTsjip <19798667+TsjipTsjip@users.noreply.github.com> Co-authored-by: daerSeebaer <61566539+daerSeebaer@users.noreply.github.com> Co-authored-by: Fluffiest Floofers <thebluewulf@gmail.com> Co-authored-by: Flareguy <78941145+Flareguy@users.noreply.github.com> Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com> Co-authored-by: Kevin Zheng <kevinz5000@gmail.com> Co-authored-by: drteaspoon420 <87363733+drteaspoon420@users.noreply.github.com> Co-authored-by: Ubaser <134914314+UbaserB@users.noreply.github.com> Co-authored-by: Nim <128169402+Nimfar11@users.noreply.github.com> Co-authored-by: Kacper Urbańczyk <mikrel071204@gmail.com> Co-authored-by: Tox Cruize <141375638+TexCruize@users.noreply.github.com> Co-authored-by: Ed <96445749+TheShuEd@users.noreply.github.com> Co-authored-by: Michael Cu <43478115+michaelcu@users.noreply.github.com>
403 lines
14 KiB
C#
403 lines
14 KiB
C#
using System.Linq;
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using Content.Shared.Administration.Logs;
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using Content.Shared.Alert;
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using Content.Shared.CombatMode;
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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.Database;
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using Content.Shared.Effects;
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using Content.Shared.IdentityManagement;
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using Content.Shared.Popups;
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using Content.Shared.Projectiles;
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using Content.Shared.Rejuvenate;
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using Content.Shared.Rounding;
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using Content.Shared.Stunnable;
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using Content.Shared.Throwing;
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using Content.Shared.Weapons.Melee.Events;
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using JetBrains.Annotations;
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using Robust.Shared.Audio;
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using Robust.Shared.Network;
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using Robust.Shared.Player;
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using Robust.Shared.Random;
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using Robust.Shared.Timing;
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namespace Content.Shared.Damage.Systems;
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public sealed partial class StaminaSystem : EntitySystem
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{
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly INetManager _net = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly ISharedAdminLogManager _adminLogger = default!;
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[Dependency] private readonly AlertsSystem _alerts = default!;
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[Dependency] private readonly MetaDataSystem _metadata = default!;
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[Dependency] private readonly SharedColorFlashEffectSystem _color = default!;
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[Dependency] private readonly SharedPopupSystem _popup = default!;
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[Dependency] private readonly SharedStunSystem _stunSystem = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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/// <summary>
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/// How much of a buffer is there between the stun duration and when stuns can be re-applied.
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/// </summary>
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private static readonly TimeSpan StamCritBufferTime = TimeSpan.FromSeconds(3f);
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public override void Initialize()
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{
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base.Initialize();
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InitializeModifier();
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SubscribeLocalEvent<StaminaComponent, EntityUnpausedEvent>(OnStamUnpaused);
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SubscribeLocalEvent<StaminaComponent, ComponentStartup>(OnStartup);
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SubscribeLocalEvent<StaminaComponent, ComponentShutdown>(OnShutdown);
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SubscribeLocalEvent<StaminaComponent, AfterAutoHandleStateEvent>(OnStamHandleState);
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SubscribeLocalEvent<StaminaComponent, DisarmedEvent>(OnDisarmed);
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SubscribeLocalEvent<StaminaComponent, RejuvenateEvent>(OnRejuvenate);
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SubscribeLocalEvent<StaminaDamageOnCollideComponent, ProjectileHitEvent>(OnProjectileHit);
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SubscribeLocalEvent<StaminaDamageOnCollideComponent, ThrowDoHitEvent>(OnThrowHit);
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SubscribeLocalEvent<StaminaDamageOnHitComponent, MeleeHitEvent>(OnMeleeHit);
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}
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private void OnStamUnpaused(EntityUid uid, StaminaComponent component, ref EntityUnpausedEvent args)
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{
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component.NextUpdate += args.PausedTime;
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}
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private void OnStamHandleState(EntityUid uid, StaminaComponent component, ref AfterAutoHandleStateEvent args)
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{
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if (component.Critical)
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EnterStamCrit(uid, component);
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else
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{
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if (component.StaminaDamage > 0f)
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EnsureComp<ActiveStaminaComponent>(uid);
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ExitStamCrit(uid, component);
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}
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}
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private void OnShutdown(EntityUid uid, StaminaComponent component, ComponentShutdown args)
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{
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if (MetaData(uid).EntityLifeStage < EntityLifeStage.Terminating)
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{
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RemCompDeferred<ActiveStaminaComponent>(uid);
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}
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SetStaminaAlert(uid);
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}
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private void OnStartup(EntityUid uid, StaminaComponent component, ComponentStartup args)
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{
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SetStaminaAlert(uid, component);
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}
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[PublicAPI]
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public float GetStaminaDamage(EntityUid uid, StaminaComponent? component = null)
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{
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if (!Resolve(uid, ref component))
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return 0f;
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var curTime = _timing.CurTime;
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var pauseTime = _metadata.GetPauseTime(uid);
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return MathF.Max(0f, component.StaminaDamage - MathF.Max(0f, (float) (curTime - (component.NextUpdate + pauseTime)).TotalSeconds * component.Decay));
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}
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private void OnRejuvenate(EntityUid uid, StaminaComponent component, RejuvenateEvent args)
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{
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if (component.StaminaDamage >= component.CritThreshold)
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{
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ExitStamCrit(uid, component);
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}
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component.StaminaDamage = 0;
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RemComp<ActiveStaminaComponent>(uid);
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SetStaminaAlert(uid, component);
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Dirty(component);
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}
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private void OnDisarmed(EntityUid uid, StaminaComponent component, DisarmedEvent args)
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{
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if (args.Handled || !_random.Prob(args.PushProbability))
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return;
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if (component.Critical)
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return;
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var damage = args.PushProbability * component.CritThreshold;
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TakeStaminaDamage(uid, damage, component, source: args.Source);
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// We need a better method of getting if the entity is going to resist stam damage, both this and the lines in the foreach at the end of OnHit() are awful
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if (!component.Critical)
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return;
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var targetEnt = Identity.Entity(args.Target, EntityManager);
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var sourceEnt = Identity.Entity(args.Source, EntityManager);
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_popup.PopupEntity(Loc.GetString("stunned-component-disarm-success-others", ("source", sourceEnt), ("target", targetEnt)), targetEnt, Filter.PvsExcept(args.Source), true, PopupType.LargeCaution);
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_popup.PopupCursor(Loc.GetString("stunned-component-disarm-success", ("target", targetEnt)), args.Source, PopupType.Large);
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_adminLogger.Add(LogType.DisarmedKnockdown, LogImpact.Medium, $"{ToPrettyString(args.Source):user} knocked down {ToPrettyString(args.Target):target}");
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args.Handled = true;
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}
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private void OnMeleeHit(EntityUid uid, StaminaDamageOnHitComponent component, MeleeHitEvent args)
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{
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if (!args.IsHit ||
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!args.HitEntities.Any() ||
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component.Damage <= 0f)
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{
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return;
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}
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var ev = new StaminaDamageOnHitAttemptEvent();
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RaiseLocalEvent(uid, ref ev);
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if (ev.Cancelled)
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return;
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var stamQuery = GetEntityQuery<StaminaComponent>();
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var toHit = new List<(EntityUid Entity, StaminaComponent Component)>();
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// Split stamina damage between all eligible targets.
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foreach (var ent in args.HitEntities)
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{
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if (!stamQuery.TryGetComponent(ent, out var stam))
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continue;
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toHit.Add((ent, stam));
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}
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var hitEvent = new StaminaMeleeHitEvent(toHit);
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RaiseLocalEvent(uid, hitEvent);
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if (hitEvent.Handled)
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return;
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var damage = component.Damage;
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damage *= hitEvent.Multiplier;
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damage += hitEvent.FlatModifier;
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foreach (var (ent, comp) in toHit)
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{
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TakeStaminaDamage(ent, damage / toHit.Count, comp, source: args.User, with: args.Weapon, sound: component.Sound);
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}
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}
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private void OnProjectileHit(EntityUid uid, StaminaDamageOnCollideComponent component, ref ProjectileHitEvent args)
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{
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OnCollide(uid, component, args.Target);
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}
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private void OnThrowHit(EntityUid uid, StaminaDamageOnCollideComponent component, ThrowDoHitEvent args)
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{
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OnCollide(uid, component, args.Target);
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}
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private void OnCollide(EntityUid uid, StaminaDamageOnCollideComponent component, EntityUid target)
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{
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var ev = new StaminaDamageOnHitAttemptEvent();
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RaiseLocalEvent(uid, ref ev);
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if (ev.Cancelled)
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return;
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TakeStaminaDamage(target, component.Damage, source: uid, sound: component.Sound);
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}
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private void SetStaminaAlert(EntityUid uid, StaminaComponent? component = null)
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{
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if (!Resolve(uid, ref component, false) || component.Deleted)
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{
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_alerts.ClearAlert(uid, AlertType.Stamina);
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return;
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}
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var severity = ContentHelpers.RoundToLevels(MathF.Max(0f, component.CritThreshold - component.StaminaDamage), component.CritThreshold, 7);
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_alerts.ShowAlert(uid, AlertType.Stamina, (short) severity);
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}
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/// <summary>
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/// Tries to take stamina damage without raising the entity over the crit threshold.
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/// </summary>
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public bool TryTakeStamina(EntityUid uid, float value, StaminaComponent? component = null, EntityUid? source = null, EntityUid? with = null)
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{
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// Something that has no Stamina component automatically passes stamina checks
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if (!Resolve(uid, ref component, false))
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return true;
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var oldStam = component.StaminaDamage;
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if (oldStam + value > component.CritThreshold || component.Critical)
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return false;
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TakeStaminaDamage(uid, value, component, source, with, visual: false);
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return true;
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}
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public void TakeStaminaDamage(EntityUid uid, float value, StaminaComponent? component = null,
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EntityUid? source = null, EntityUid? with = null, bool visual = true, SoundSpecifier? sound = null)
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{
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if (!Resolve(uid, ref component, false))
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return;
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var ev = new BeforeStaminaDamageEvent(value);
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RaiseLocalEvent(uid, ref ev);
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if (ev.Cancelled)
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return;
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// Have we already reached the point of max stamina damage?
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if (component.Critical)
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return;
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var oldDamage = component.StaminaDamage;
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component.StaminaDamage = MathF.Max(0f, component.StaminaDamage + value);
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// Reset the decay cooldown upon taking damage.
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if (oldDamage < component.StaminaDamage)
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{
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var nextUpdate = _timing.CurTime + TimeSpan.FromSeconds(component.Cooldown);
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if (component.NextUpdate < nextUpdate)
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component.NextUpdate = nextUpdate;
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}
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var slowdownThreshold = component.CritThreshold / 2f;
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// If we go above n% then apply slowdown
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if (oldDamage < slowdownThreshold &&
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component.StaminaDamage > slowdownThreshold)
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{
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_stunSystem.TrySlowdown(uid, TimeSpan.FromSeconds(3), true, 0.8f, 0.8f);
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}
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SetStaminaAlert(uid, component);
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if (!component.Critical)
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{
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if (component.StaminaDamage >= component.CritThreshold)
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{
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EnterStamCrit(uid, component);
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}
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}
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else
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{
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if (component.StaminaDamage < component.CritThreshold)
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{
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ExitStamCrit(uid, component);
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}
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}
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EnsureComp<ActiveStaminaComponent>(uid);
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Dirty(component);
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if (value <= 0)
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return;
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if (source != null)
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{
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_adminLogger.Add(LogType.Stamina, $"{ToPrettyString(source.Value):user} caused {value} stamina damage to {ToPrettyString(uid):target}{(with != null ? $" using {ToPrettyString(with.Value):using}" : "")}");
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}
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else
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{
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_adminLogger.Add(LogType.Stamina, $"{ToPrettyString(uid):target} took {value} stamina damage");
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}
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if (visual)
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{
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_color.RaiseEffect(Color.Aqua, new List<EntityUid>() { uid }, Filter.Pvs(uid, entityManager: EntityManager));
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}
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if (_net.IsServer)
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{
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_audio.PlayPvs(sound, uid);
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}
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}
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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if (!_timing.IsFirstTimePredicted)
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return;
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var stamQuery = GetEntityQuery<StaminaComponent>();
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var query = EntityQueryEnumerator<ActiveStaminaComponent>();
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var curTime = _timing.CurTime;
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while (query.MoveNext(out var uid, out _))
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{
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// Just in case we have active but not stamina we'll check and account for it.
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if (!stamQuery.TryGetComponent(uid, out var comp) ||
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comp.StaminaDamage <= 0f && !comp.Critical)
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{
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RemComp<ActiveStaminaComponent>(uid);
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continue;
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}
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// Shouldn't need to consider paused time as we're only iterating non-paused stamina components.
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var nextUpdate = comp.NextUpdate;
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if (nextUpdate > curTime)
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continue;
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// We were in crit so come out of it and continue.
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if (comp.Critical)
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{
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ExitStamCrit(uid, comp);
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continue;
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}
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comp.NextUpdate += TimeSpan.FromSeconds(1f);
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TakeStaminaDamage(uid, -comp.Decay, comp);
|
|
Dirty(comp);
|
|
}
|
|
}
|
|
|
|
private void EnterStamCrit(EntityUid uid, StaminaComponent? component = null)
|
|
{
|
|
if (!Resolve(uid, ref component) ||
|
|
component.Critical)
|
|
{
|
|
return;
|
|
}
|
|
|
|
// To make the difference between a stun and a stamcrit clear
|
|
// TODO: Mask?
|
|
|
|
component.Critical = true;
|
|
component.StaminaDamage = component.CritThreshold;
|
|
|
|
_stunSystem.TryParalyze(uid, component.StunTime, true);
|
|
|
|
// Give them buffer before being able to be re-stunned
|
|
component.NextUpdate = _timing.CurTime + component.StunTime + StamCritBufferTime;
|
|
EnsureComp<ActiveStaminaComponent>(uid);
|
|
Dirty(component);
|
|
_adminLogger.Add(LogType.Stamina, LogImpact.Medium, $"{ToPrettyString(uid):user} entered stamina crit");
|
|
}
|
|
|
|
private void ExitStamCrit(EntityUid uid, StaminaComponent? component = null)
|
|
{
|
|
if (!Resolve(uid, ref component) ||
|
|
!component.Critical)
|
|
{
|
|
return;
|
|
}
|
|
|
|
component.Critical = false;
|
|
component.StaminaDamage = 0f;
|
|
component.NextUpdate = _timing.CurTime;
|
|
SetStaminaAlert(uid, component);
|
|
RemComp<ActiveStaminaComponent>(uid);
|
|
Dirty(component);
|
|
_adminLogger.Add(LogType.Stamina, LogImpact.Low, $"{ToPrettyString(uid):user} recovered from stamina crit");
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Raised before stamina damage is dealt to allow other systems to cancel it.
|
|
/// </summary>
|
|
[ByRefEvent]
|
|
public record struct BeforeStaminaDamageEvent(float Value, bool Cancelled = false);
|