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fix laying system infinite tryes of ssd players to stand up (#90)
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Thats basically happens on client side, because of bugs on DoAfter side.
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TokenStyle authored Nov 27, 2024
1 parent 598bc1c commit c6baee7
Showing 1 changed file with 4 additions and 1 deletion.
Original file line number Diff line number Diff line change
Expand Up @@ -9,6 +9,7 @@
using Content.Shared.Gravity;
using Content.Shared.Input;
using Content.Shared.Interaction;
using Content.Shared.Mind;
using Content.Shared.Mobs;
using Content.Shared.Mobs.Systems;
using Content.Shared.Movement.Components;
Expand Down Expand Up @@ -55,6 +56,7 @@ public abstract class SharedLayingDownSystem : EntitySystem
[Dependency] private readonly DamageableSystem _damageable = default!;
[Dependency] private readonly SharedAudioSystem _audioSystem = default!;
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly SharedMindSystem _mindSystem = default!;

[Dependency] private readonly IConfigurationManager _config = default!;

Expand Down Expand Up @@ -329,7 +331,8 @@ standingState.CurrentState is not StandingState.Lying ||
var args = new DoAfterArgs(EntityManager, uid, layingDown.StandingUpTime, new StandingUpDoAfterEvent(), uid)
{
BreakOnHandChange = false,
RequireCanInteract = false
RequireCanInteract = false,
Hidden = !_mindSystem.TryGetMind(uid, out EntityUid _, out MindComponent? _)
};

if (!_doAfter.TryStartDoAfter(args))
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