/// <summary> /// Update the cuffed state of an entity /// </summary> private async void TryUpdateCuff(IEntity user, IEntity target, CuffableComponent cuffs) { var cuffTime = CuffTime; if (target.TryGetComponent <StunnableComponent>(out var stun) && stun.Stunned) { cuffTime = MathF.Max(0.1f, cuffTime - StunBonus); } var doAfterEventArgs = new DoAfterEventArgs(user, cuffTime, default, target)
/// <summary> /// Update the cuffed state of an entity /// </summary> private async void TryUpdateCuff(EntityUid user, EntityUid target, CuffableComponent cuffs) { var cuffTime = CuffTime; if (_entities.HasComponent <StunnedComponent>(target)) { cuffTime = MathF.Max(0.1f, cuffTime - StunBonus); } var doAfterEventArgs = new DoAfterEventArgs(user, cuffTime, default, target)
/// <summary> /// Update the cuffed state of an entity /// </summary> public async void TryUpdateCuff(EntityUid user, EntityUid target, CuffableComponent cuffs) { var cuffTime = CuffTime; if (_entities.HasComponent <StunnedComponent>(target)) { cuffTime = MathF.Max(0.1f, cuffTime - StunBonus); } if (_entities.HasComponent <DisarmProneComponent>(target)) { cuffTime = 0.0f; // cuff them instantly. } var doAfterEventArgs = new DoAfterEventArgs(user, cuffTime, default, target)