Added double-tapping stand-up bind to push yourself up. (#4802)
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@ -231,7 +231,14 @@ public abstract partial class SharedStunSystem
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if (playerSession.AttachedEntity is not { Valid: true } playerEnt || !Exists(playerEnt))
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return;
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ToggleKnockdown(playerEnt);
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// DeltaV - Double-tap Standup bind forces standup (unless hands full)
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if (_standingState.IsDown(playerEnt)
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&& TryComp<KnockedDownComponent>(playerEnt, out var knockedDown)
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&& knockedDown.DoAfterId != null)
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ForceStandUp(playerEnt);
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else
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ToggleKnockdown(playerEnt);
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// END DeltaV
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}
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/// <summary>
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@ -1,6 +1,7 @@
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stunnable-component-disarm-success-others = {CAPITALIZE(THE($source))} pushes {THE($target)}!
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stunnable-component-disarm-success = You push {THE($target)}!
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knockdown-component-pushup-failure = You're too exhausted to push yourself up!
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knockdown-component-pushup-success = With a burst of energy you push yourself up!
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# DeltaV - Added a bit about needing a free hand.
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knockdown-component-pushup-success = With a burst of energy, you push yourself up with one of your free hands!
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knockdown-component-stand-no-room = You try to push yourself to stand up but there's not enough room!
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worm-component-stand-attempt = You try to stand up but you cannot!
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