Shove down a person on uncuff if harm mode is on (#35193)
* stamdamage on uncuff while buckled * pro tip * 99 -> 100 stamdmg and don't count self-uncuffs * review implementation * tip update * guidebook update * merg
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@@ -4,6 +4,7 @@ using Content.Shared.Administration.Components;
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using Content.Shared.Administration.Logs;
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using Content.Shared.Alert;
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using Content.Shared.Buckle.Components;
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using Content.Shared.CombatMode;
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using Content.Shared.Cuffs.Components;
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using Content.Shared.Database;
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using Content.Shared.DoAfter;
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@@ -53,6 +54,7 @@ namespace Content.Shared.Cuffs
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[Dependency] private readonly SharedPopupSystem _popup = default!;
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[Dependency] private readonly SharedTransformSystem _transform = default!;
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[Dependency] private readonly UseDelaySystem _delay = default!;
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[Dependency] private readonly SharedCombatModeSystem _combatMode = default!;
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public override void Initialize()
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{
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@@ -717,10 +719,31 @@ namespace Content.Shared.Cuffs
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}
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}
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var shoved = false;
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// if combat mode is on, shove the person.
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if (_combatMode.IsInCombatMode(user) && target != user && user != null)
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{
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var eventArgs = new DisarmedEvent { Target = target, Source = user.Value, PushProbability = 1};
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RaiseLocalEvent(target, eventArgs);
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shoved = true;
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}
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if (cuffable.CuffedHandCount == 0)
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{
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if (user != null)
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_popup.PopupClient(Loc.GetString("cuffable-component-remove-cuffs-success-message"), user.Value, user.Value);
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{
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if (shoved)
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{
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_popup.PopupClient(Loc.GetString("cuffable-component-remove-cuffs-push-success-message",
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("otherName", Identity.Name(user.Value, EntityManager, user))),
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user.Value,
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user.Value);
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}
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else
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{
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_popup.PopupClient(Loc.GetString("cuffable-component-remove-cuffs-success-message"), user.Value, user.Value);
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}
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}
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if (target != user && user != null)
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{
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@@ -8,6 +8,7 @@ cuffable-component-start-uncuffing-target-message = You start unrestraining {$ta
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cuffable-component-start-uncuffing-by-other-message = {$otherName} starts unrestraining you!
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cuffable-component-remove-cuffs-success-message = You successfully remove the restraints.
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cuffable-component-remove-cuffs-push-success-message = You successfully remove the restraints and push {$otherName} down.
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cuffable-component-remove-cuffs-by-other-success-message = {$otherName} unrestrains your hands.
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cuffable-component-remove-cuffs-to-other-partial-success-message = You successfully remove the restraints. {$cuffedHandCount} of {$otherName}'s hands remain restrained.
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cuffable-component-remove-cuffs-by-other-partial-success-message = {$otherName} removes your restraints. {$cuffedHandCount} of your hands remain restrained.
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@@ -135,3 +135,4 @@ tips-dataset-134 = You can tell if an area with firelocks up is spaced by lookin
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tips-dataset-135 = Instead of picking it up, you can alt-click food to eat it. This also works for mice and other creatures without hands.
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tips-dataset-136 = If you're trapped behind an electrified door, disable the APC or throw your ID at the door to avoid getting shocked!
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tips-dataset-137 = If the AI electrifies a door and you have insulated gloves, snip and mend the power wire to reset their electrification!
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tips-dataset-138 = If you want to stop your prisoner from escaping from the cell right after being uncuffed, turn on combat mode while uncuffing - this will shove the prisoner down.
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@@ -15,7 +15,7 @@ They face [textlink="Syndicate Agents" link="Traitors"], [textlink="Nuclear Oper
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</Box>
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## Gear
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First we have non-lethals a step above simply telling someone to cooperate with instructions. Both the stunbaton and disabler are capable of limiting the movement of an assailant, whereas handcuffs can be applied to deny a criminal free movement and access to their hands.
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First we have non-lethals a step above simply telling someone to cooperate with instructions. Both the stunbaton and disabler are capable of limiting the movement of an assailant, whereas handcuffs can be applied to deny a criminal free movement and access to their hands. Cuffs will also shove the person down if your [color=red]harm mode[/color] is active during uncuff.
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<Box>
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<GuideEntityEmbed Entity="Stunbaton"/>
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<GuideEntityEmbed Entity="Handcuffs"/>
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@@ -31,7 +31,7 @@ It is worth noting that flashes can be both used in a large area ([color=yellow]
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<GuideEntityEmbed Entity="ClothingEyesGlassesSecurity"/>
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<GuideEntityEmbed Entity="GrenadeFlashBang"/>
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</Box>
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## Lethals
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Should the situation dictate, [color=#cb0000]Security[/color] have access to laser rifles, shotguns, handguns and automatic rifles able to put down substancial fire against any who would stand against the station.
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<Box>
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