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Use required number of legs to determine if standing fails #2761

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merged 2 commits into from
Jan 18, 2025

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@BarryNorfolk BarryNorfolk commented Jan 17, 2025

About the PR

Uses the components RequiredLegs field to determine if an entity can stand or not, rather than checking for 0. As it turns out, borgs don't have any legs so they will always cancel the stand attempt. Thus they always stay fallen over once they've been repaired.
Fixes #2738

Why / Balance

Needs to be fixed because borgs that are prone can only be hit with direct shots to their sprite, not collisions via normal bullets.
This also means that currently users with one a single leg and still stand and move around like normal, which is not ideal.

Technical details

There's a slight weirdness in that the attempt to stand doesn't check whether users can actually do so. So when a user with 1 leg is prone (from the surgery to amputate) presses the default button standing/prone toggle, a DoAfter appears and then nothing occurs. If they press it again then the sound of falling to the floor plays as well.

To fix that I've added a local event to check whether the user would even pass that test to begin with so we don't bother allowing them to even try and stand up.

Media

N/A

Requirements

  • I have tested all added content and changes.
  • I have added media to this PR or it does not require an ingame showcase.

Breaking changes

Changelog
🆑

  • fix: Fixed borgs being permanently prone even after repairs are done.
  • fix: Entities without the correct number of legs cannot stand up anymore.

@github-actions github-actions bot added size/XS Under 16 lines Changes: C# Changes any cs files labels Jan 17, 2025
@BarryNorfolk BarryNorfolk marked this pull request as ready for review January 17, 2025 16:56
@BarryNorfolk BarryNorfolk requested a review from a team as a code owner January 17, 2025 16:56
@deltanedas deltanedas merged commit e81b041 into DeltaV-Station:master Jan 18, 2025
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Borgs stay horizontal when repaired.
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