Various upstream merge fixes.
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@ -136,9 +136,9 @@ public sealed class BodySystem : SharedBodySystem
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&& polymorph.Configuration.RevertOnDeath)
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{
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_polymorph.Revert(bodyId);
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if (polymorph.Configuration.TransferDamage)
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GibBody(polymorph.Parent, acidify, null, launchGibs: launchGibs, splatDirection: splatDirection,
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splatModifier: splatModifier, splatCone:splatCone);
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if (polymorph.Configuration.TransferDamage && polymorph.Parent.HasValue)
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GibBody(polymorph.Parent.Value, acidify, null, launchGibs: launchGibs, splatDirection: splatDirection,
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splatModifier: splatModifier, splatCone: splatCone);
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return new HashSet<EntityUid>();
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}
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@ -289,8 +289,8 @@ public sealed class CosmicCultRuleSystem : GameRuleSystem<CosmicCultRuleComponen
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while (cultQuery.MoveNext(out var cult, out _, out var metadata))
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{
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var playerInfo = metadata.EntityName;
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if (TryComp<PolymorphedEntityComponent>(cult, out var polyComp)) // If the cultist is polymorphed, we use the original entity instead and hope that they'll polymorph back eventually
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cultists.Add((playerInfo, polyComp.Parent));
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if (TryComp<PolymorphedEntityComponent>(cult, out var polyComp) && polyComp.Parent.HasValue) // If the cultist is polymorphed, we use the original entity instead and hope that they'll polymorph back eventually
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cultists.Add((playerInfo, polyComp.Parent.Value));
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else
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cultists.Add((playerInfo, cult));
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}
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@ -140,7 +140,9 @@ public sealed class DeconversionSystem : EntitySystem
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if (TryComp<PolymorphedEntityComponent>(uid, out var polyComp)) // If the cultist is polymorphed, we revert the polymorph and deconvert the original entity too.
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{
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_polymorph.Revert((uid, polyComp));
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RemCompDeferred<CosmicCultComponent>(polyComp.Parent);
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if (polyComp.Parent.HasValue) // This surely won't cause any bugs with deconversion, right?
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RemCompDeferred<CosmicCultComponent>(polyComp.Parent.Value);
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}
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}
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}
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@ -385,7 +385,7 @@ public sealed class MonumentSystem : SharedMonumentSystem
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while (leaderQuery.MoveNext(out var leader, out var leaderComp))
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{
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if (TryComp<PolymorphedEntityComponent>(leader, out var polyComp) && TryComp<CosmicCultLeadComponent>(polyComp.Parent, out var polyLeaderComp))
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_actions.AddAction(polyComp.Parent, ref polyLeaderComp.CosmicMonumentMoveActionEntity, polyLeaderComp.CosmicMonumentMoveAction, polyComp.Parent);
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_actions.AddAction(polyComp.Parent.Value, ref polyLeaderComp.CosmicMonumentMoveActionEntity, polyLeaderComp.CosmicMonumentMoveAction, polyComp.Parent.Value);
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else
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_actions.AddAction(leader, ref leaderComp.CosmicMonumentMoveActionEntity, leaderComp.CosmicMonumentMoveAction, leader);
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}
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@ -433,7 +433,7 @@ public sealed class MonumentSystem : SharedMonumentSystem
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{
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_actions.RemoveAction(leader, leaderComp.CosmicMonumentMoveActionEntity);
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if (TryComp<PolymorphedEntityComponent>(leader, out var polyComp) && TryComp<CosmicCultLeadComponent>(polyComp.Parent, out var polyLeaderComp))
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_actions.RemoveAction(polyComp.Parent, polyLeaderComp.CosmicMonumentMoveActionEntity);
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_actions.RemoveAction(polyComp.Parent.Value, polyLeaderComp.CosmicMonumentMoveActionEntity);
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}
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Dirty(uid);
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@ -512,8 +512,10 @@ public sealed partial class GrapplingSystem : SharedGrapplingSystem
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RemComp<GrappledComponent>(victim);
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_actionBlocker.UpdateCanMove(victim); // Must be done AFTER the component is removed.
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// Automatically get the grappler back up
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if (grappler.Comp.ProneOnGrapple && _standingState.IsDown(grappler))
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if (grappler.Comp.ProneOnGrapple && TryComp<StandingStateComponent>(grappler, out var standingState) && _standingState.IsDown((grappler, standingState)))
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_standingState.Stand(grappler);
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_alerts.ClearAlert(grappler, grappler.Comp.GrappledAlert);
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@ -122,7 +122,10 @@ public sealed class CrawlUnderObjectsSystem : EntitySystem
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/// </summary>
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public bool TrySetEnabled(Entity<CrawlUnderObjectsComponent> ent, bool enabled)
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{
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if (ent.Comp.Enabled == enabled || IsOnCollidingTile(ent) || _standing.IsDown(ent))
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if (!TryComp<StandingStateComponent>(ent, out var standing))
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return false;
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if (ent.Comp.Enabled == enabled || IsOnCollidingTile(ent) || _standing.IsDown((ent, standing)))
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return false;
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if (TryComp<ClimbingComponent>(ent, out var climbing) && climbing.IsClimbing)
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@ -38,7 +38,7 @@ public sealed class LayingDownCombatSystem : EntitySystem
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private void OnGetMeleeDamage(Entity<StandingStateComponent> ent, ref GetMeleeDamageEvent args)
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{
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if (!_standing.IsDown(ent))
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if (!_standing.IsDown((ent, ent.Comp)))
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return;
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args.Modifiers.Add(_meleeMod);
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@ -110,14 +110,13 @@
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description: ghost-role-information-loneop-description
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rules: ghost-role-information-loneop-rules
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mindRoles:
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- MindRoleGhostRoleSoloAntagonist
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- MindRoleLoneops
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requirements: # DeltaV
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- !type:OverallPlaytimeRequirement
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time: 172800 # 48 hours overall
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- !type:DepartmentTimeRequirement
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department: Security
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time: 36000 # 10 hours of sec
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- MindRoleLoneops
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- type: Sprite
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sprite: Markers/jobs.rsi
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layers:
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