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* removing stamina update business logic from the Player class * I really need to sort this out * implant changes: deactivate when changing armor or loadouts and when zoning; extra details for state management when being jammed or fatigued upon loading * merge with master * pull rebase on master; moved implant learning/forgetting to PlayerControl, but not yet completely tested * unhandled case of no implant in a slot during avatar setup * complete implant deactivation optional? * moved reference to player control agency for matters concerning stamina updates on damage taken * - > + * crouching makes nothing better * PlayerControl now handles stamina regeneration; handling a case where being fatigued because activation charge is too much leaves the drain timer running * no more stamina drain message; moving functionality into the class (out of the object) for expediency; handling implant uninitialization differently upon death * test repairs; redundant messages in player damage and player death logic * no jumping; riders get a free pass * making the code uglier |
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