{
UpdateUserInterface(uid, component);
- if (args.Anchored == false && component.Status == NukeStatus.ARMED && component.RemainingTime > component.DisarmDoafterLength)
+ if (args.Anchored == false && component.Status == NukeStatus.ARMED && component.RemainingTime > component.DisarmDoAfterLength)
{
// yes, this means technically if you can find a way to unanchor the nuke, you can disarm it
// without the doafter. but that takes some effort, and it won't allow you to disarm a nuke that can't be disarmed by the doafter.
else
{
- DisarmBombDoafter(uid, args.Actor, component);
+ DisarmBombDoAfter(uid, args.Actor, component);
}
}
// do nothing, wait for arm button to be pressed
break;
case NukeStatus.ARMED:
- // do nothing, wait for arm button to be unpressed
+ // handling case of wizard recalling disk out of armed Nuke
+ if (!component.DiskSlot.HasItem)
+ {
+ DisarmBomb(uid, component);
+ }
+
break;
}
}
AllowArm = allowArm,
EnteredCodeLength = component.EnteredCode.Length,
MaxCodeLength = component.CodeLength,
- CooldownTime = (int) component.CooldownTime
+ CooldownTime = (int) component.CooldownTime,
};
_ui.SetUiState(uid, NukeUiKey.Key, state);
8 => 9,
9 => 10,
0 => component.LastPlayedKeypadSemitones + 12,
- _ => 0
+ _ => 0,
};
// Don't double-dip on the octave shifting
#endregion
- private void DisarmBombDoafter(EntityUid uid, EntityUid user, NukeComponent nuke)
+ private void DisarmBombDoAfter(EntityUid uid, EntityUid user, NukeComponent nuke)
{
- var doAfter = new DoAfterArgs(EntityManager, user, nuke.DisarmDoafterLength, new NukeDisarmDoAfterEvent(), uid, target: uid)
+ var doAfter = new DoAfterArgs(EntityManager, user, nuke.DisarmDoAfterLength, new NukeDisarmDoAfterEvent(), uid, target: uid)
{
BreakOnDamage = true,
BreakOnMove = true,
if (!_doAfter.TryStartDoAfter(doAfter))
return;
- _popups.PopupEntity(Loc.GetString("nuke-component-doafter-warning"), user,
- user, PopupType.LargeCaution);
+ _popups.PopupEntity(Loc.GetString("nuke-component-doafter-warning"),
+ user,
+ user,
+ PopupType.LargeCaution);
}
private void UpdateAppearance(EntityUid uid, NukeComponent nuke)