Fix the ability to kill clumsy mobs by force climbing (#33844)
* Make clumsy work only when dragged by owner entity & Check for reclaimer comp * Revert "Make clumsy work only when dragged by owner entity & Check for reclaimer comp" This reverts commit 7ff984bbc2e53f7070580a4cc4b1b43f8f0461d0. * Remove check that passes if somebody forces us to climb
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@@ -38,7 +38,7 @@ public sealed class ClumsySystem : EntitySystem
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private void BeforeHyposprayEvent(Entity<ClumsyComponent> ent, ref SelfBeforeHyposprayInjectsEvent args)
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{
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// Clumsy people sometimes inject themselves! Apparently syringes are clumsy proof...
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// checks if ClumsyHypo is false, if so, skips.
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if (!ent.Comp.ClumsyHypo)
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return;
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@@ -54,7 +54,7 @@ public sealed class ClumsySystem : EntitySystem
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private void BeforeDefibrillatorZapsEvent(Entity<ClumsyComponent> ent, ref SelfBeforeDefibrillatorZapsEvent args)
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{
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// Clumsy people sometimes defib themselves!
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// checks if ClumsyDefib is false, if so, skips.
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if (!ent.Comp.ClumsyDefib)
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return;
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@@ -103,8 +103,7 @@ public sealed class ClumsySystem : EntitySystem
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// This event is called in shared, thats why it has all the extra prediction stuff.
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var rand = new System.Random((int)_timing.CurTick.Value);
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// If someone is putting you on the table, always get past the guard.
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if (!_cfg.GetCVar(CCVars.GameTableBonk) && args.PuttingOnTable == ent.Owner && !rand.Prob(ent.Comp.ClumsyDefaultCheck))
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if (!_cfg.GetCVar(CCVars.GameTableBonk) && !rand.Prob(ent.Comp.ClumsyDefaultCheck))
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return;
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HitHeadClumsy(ent, args.BeingClimbedOn);
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