Maybe fix dead bug (#24445)
(cherry picked from commit 016e535deabd4ea93688d4026be846d2e2f52acc)
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@ -172,7 +172,7 @@ public partial class SharedBodySystem
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if (!Resolve(parent, ref bodyComp, false))
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return;
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if (component.IsVital && !GetBodyChildrenOfType(parent, component.PartType, bodyComp).Any())
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if (_timing.IsFirstTimePredicted && component.IsVital && !GetBodyChildrenOfType(parent, component.PartType, bodyComp).Any())
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{
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// TODO BODY SYSTEM KILL : remove this when wounding and required parts are implemented properly
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var damage = new DamageSpecifier(Prototypes.Index<DamageTypePrototype>("Bloodloss"), 300);
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@ -3,6 +3,7 @@ using Content.Shared.Movement.Systems;
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using Content.Shared.Standing;
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using Robust.Shared.Containers;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Timing;
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namespace Content.Shared.Body.Systems;
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@ -27,6 +28,7 @@ public abstract partial class SharedBodySystem : EntitySystem
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/// </summary>
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public const string OrganSlotContainerIdPrefix = "body_organ_slot_";
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] protected readonly IPrototypeManager Prototypes = default!;
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[Dependency] protected readonly DamageableSystem Damageable = default!;
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[Dependency] protected readonly MovementSpeedModifierSystem Movement = default!;
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