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Radiation Doesn't Prevent DoAfters (DeltaV-Station#606)
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# Description

I got so pissed off that being near a singularity means you can't
crowbar doors, that shortly after dying to a singularity because of said
bullshit, I had written this before an emergency shuttle even arrived to
pick up the crew.

# Changelog

:cl:
- fix: Radiation damage no longer interrupts DoAfters.
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VMSolidus authored Jul 29, 2024
1 parent 41a5e8e commit a9e28ee
Showing 1 changed file with 2 additions and 1 deletion.
3 changes: 2 additions & 1 deletion Content.Shared/DoAfter/SharedDoAfterSystem.cs
Original file line number Diff line number Diff line change
Expand Up @@ -65,7 +65,8 @@ private void OnDamage(EntityUid uid, DoAfterComponent component, DamageChangedEv
{
// If we're applying state then let the server state handle the do_after prediction.
// This is to avoid scenarios where a do_after is erroneously cancelled on the final tick.
if (!args.InterruptsDoAfters || !args.DamageIncreased || args.DamageDelta == null || GameTiming.ApplyingState)
if (!args.InterruptsDoAfters || !args.DamageIncreased || args.DamageDelta == null || GameTiming.ApplyingState
|| args.DamageDelta.DamageDict.ContainsKey("Radiation")) //Sanity check so people can crowbar doors open to flee from Lord Singuloth
return;

var delta = args.DamageDelta.GetTotal();
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