Unrevivable trait (#24226)
* unrevivable trait + remove unclonable remnants * cleanup * change to hascomp
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@ -6,6 +6,7 @@ using Content.Server.EUI;
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using Content.Server.Ghost;
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using Content.Server.Popups;
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using Content.Server.PowerCell;
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using Content.Server.Traits.Assorted;
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using Content.Shared.Damage;
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using Content.Shared.DoAfter;
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using Content.Shared.Interaction;
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@ -214,6 +215,11 @@ public sealed class DefibrillatorSystem : EntitySystem
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_chatManager.TrySendInGameICMessage(uid, Loc.GetString("defibrillator-rotten"),
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InGameICChatType.Speak, true);
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}
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else if (HasComp<UnrevivableComponent>(target))
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{
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_chatManager.TrySendInGameICMessage(uid, Loc.GetString("defibrillator-unrevivable"),
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InGameICChatType.Speak, true);
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}
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else
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{
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if (_mobState.IsDead(target, mob))
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@ -0,0 +1,10 @@
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namespace Content.Server.Traits.Assorted;
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/// <summary>
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/// This is used for the urevivable trait.
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/// </summary>
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[RegisterComponent]
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public sealed partial class UnrevivableComponent : Component
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{
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}
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@ -1,3 +1,4 @@
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defibrillator-not-on = The defibrillator isn't turned on.
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defibrillator-no-mind = No intelligence pattern can be detected in patient's brain. Further attempts futile.
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defibrillator-rotten = Body decomposition detected: resuscitation failed.
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defibrillator-unrevivable = This patient is unable to be revived due to a unique body composition.
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