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Nubody (2/3) - ShitMed removal (#5844)
* Reapply "Nubody Merge" (#5807) This reverts commitd62f7cef10. * Revert "Nubody Merge (#5670)" This reverts commitb465cfb3fd. * Revert "IPC fibers (#4968)" This reverts commitc2b42211f0. * Revert "IPC Polymorph fix (#4545)" This reverts commitfa03d8c655. * Revert "fix IPC not having humanoid emotes (#4445)" This reverts commit216fdf999f. * Revert "ipc heat/cold (#4306)" This reverts commitfafd5cf816. * Revert "ipc cables (#4283)" This reverts commit54958039a1. * Revert "feat: ipcs now have dynamic power draw based off movement speed (#3917)" This reverts commit71e8b7e64b. * Revert "fix ipcs not being able to disarm (#3374)" This reverts commit764c4dcf54. * Revert "make steel heal caustic for ipcs (#3206)" This reverts commit450ac82550. * Revert "add missing ipc survival boxes (#3065)" This reverts commit888c9cdb00. * Revert "make borgs use ipc repairing (#3064)" This reverts commitf77a49dd0b. * Revert "Update hud.yml to add ipcs to diagnostic hud (#3019)" This reverts commit7220643531. * Revert "Tweak IPCs (#2979)" This reverts commit98b47476de. * Revert "fix nukies ipc test fail (#2957)" This reverts commit4a1acbf863. * Revert "fix ipc nukies not getting comms (#2884)" This reverts commit8a2254770e. * Revert "fix ipc encryption key mispredict (#2879)" This reverts commitf08726efc1. * Revert "Merge pull request #2800 from Spielern/port-ipc" This reverts commit822fa4312c, reversing changes made tofe4c23c702. * Remove and Fix rest of IPC Hangons causing crashes * Integration test Errors * Expand migration file with removed IPC stuff * IPC Leg was found and migrated to naught * Revert "Merge pull request #2542 from deltanedas/shitmed-ops" This reverts commit83a8002922, reversing changes made tobaa89b0052. * Revert "Set up surgical augments infrastructure & add tool panel augments (#3059)" This reverts commita40f0be6fd. * Revert "Psionic Prosthetics (#4689)" This reverts commit2679bb238a. * Revert "Add surgical cleanliness and sanitation (#2847)" This reverts commit64565ba4f7. * Remove unremoved mentions * Revert "Add autoclave to easily sanitize large amounts of items and faster (#2933)" This reverts commitd0da90fa2e. * Shit Med Removed * Remove _ShitMed Folders and fix Errors in Console * Add OrganAnimalBrain into the mirgraiton file * Heads no Input Mover * Monke * Full migration file I guess * oops * shiv state fix * Restore accidental deleted recipe * Forgot one flt mention * Fix more issues * Comment out Damage Visual for motorkind for now * Motorkind... * Commenting stuff out for now * thought there'd be more of this to gut --------- Co-authored-by: Janet Blackquill <uhhadd@gmail.com>
This commit is contained in:
co-authored by
Janet Blackquill
parent
3e33391980
commit
cb62b27fcf
@@ -13,9 +13,7 @@ using Content.Shared.Random;
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using Content.Shared.Movement.Pulling.Components;
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using Content.Shared.Effects;
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using Content.Shared.Stunnable;
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using Content.Shared._Shitmed.Targeting; // Shitmed Change
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using Content.Shared.Hands.Components;
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using Content.Shared.Hands.EntitySystems; // Shitmed Change
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namespace Content.Shared.Damage.Systems;
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@@ -30,7 +28,6 @@ public sealed class DamageOnInteractSystem : EntitySystem
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly SharedStunSystem _stun = default!;
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[Dependency] private readonly SharedHandsSystem _hands = default!; // Shitmed Change
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public override void Initialize()
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{
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@@ -79,28 +76,10 @@ public sealed class DamageOnInteractSystem : EntitySystem
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}
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}
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// Shitmed Change Start
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TargetBodyPart? targetPart = null;
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var hands = CompOrNull<HandsComponent>(args.User);
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if (hands != null
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&& _hands.GetActiveHand((args.User, hands)) is { } activeHand
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&& _hands.TryGetHand((args.User, hands), activeHand, out var hand))
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{
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targetPart = hand.Value.Location switch
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{
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HandLocation.Left => TargetBodyPart.LeftHand,
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HandLocation.Right => TargetBodyPart.RightHand,
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_ => null
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};
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}
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totalDamage = _damageableSystem.ChangeDamage(args.User, totalDamage, origin: args.Target, targetPart: targetPart);
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// Shitmed Change End
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totalDamage = _damageableSystem.ChangeDamage(args.User, totalDamage, origin: args.Target);
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if (totalDamage.AnyPositive())
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{
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// Record this interaction and determine when a user is allowed to interact with this entity again
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entity.Comp.LastInteraction = _gameTiming.CurTime;
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entity.Comp.NextInteraction = _gameTiming.CurTime + TimeSpan.FromSeconds(entity.Comp.InteractTimer);
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args.Handled = true;
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@@ -113,13 +92,14 @@ public sealed class DamageOnInteractSystem : EntitySystem
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// Attempt to paralyze the user after they have taken damage
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if (_random.Prob(entity.Comp.StunChance))
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_stun.TryUpdateParalyzeDuration(args.User, TimeSpan.FromSeconds(entity.Comp.StunSeconds));
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}
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// Check if the entity's Throw bool is false, or if the entity has the PullableComponent, then if the entity is currently being pulled.
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// BeingPulled must be checked because the entity will be spastically thrown around without this.
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if (!entity.Comp.Throw || !TryComp<PullableComponent>(entity, out var pullComp) || pullComp.BeingPulled)
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return;
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_throwingSystem.TryThrow(entity, _random.NextVector2(), entity.Comp.ThrowSpeed, doSpin: true);
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// Check if the entity's Throw bool is false, or if the entity has the PullableComponent, then if the entity is currently being pulled.
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// BeingPulled must be checked because the entity will be spastically thrown around without this.
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if (!entity.Comp.Throw || !TryComp<PullableComponent>(entity, out var pullComp) || pullComp.BeingPulled)
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return;
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_throwingSystem.TryThrow(entity, _random.NextVector2(), entity.Comp.ThrowSpeed, doSpin: true);
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}
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}
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public void SetIsDamageActiveTo(Entity<DamageOnInteractComponent> entity, bool mode)
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