Nubody (2/3) - ShitMed removal (#5844)

* Reapply "Nubody Merge" (#5807)

This reverts commit d62f7cef10.

* Revert "Nubody Merge (#5670)"

This reverts commit b465cfb3fd.

* Revert "IPC fibers (#4968)"

This reverts commit c2b42211f0.

* Revert "IPC Polymorph fix (#4545)"

This reverts commit fa03d8c655.

* Revert "fix IPC not having humanoid emotes (#4445)"

This reverts commit 216fdf999f.

* Revert "ipc heat/cold (#4306)"

This reverts commit fafd5cf816.

* Revert "ipc cables (#4283)"

This reverts commit 54958039a1.

* Revert "feat: ipcs now have dynamic power draw based off movement speed (#3917)"

This reverts commit 71e8b7e64b.

* Revert "fix ipcs not being able to disarm (#3374)"

This reverts commit 764c4dcf54.

* Revert "make steel heal caustic for ipcs (#3206)"

This reverts commit 450ac82550.

* Revert "add missing ipc survival boxes (#3065)"

This reverts commit 888c9cdb00.

* Revert "make borgs use ipc repairing (#3064)"

This reverts commit f77a49dd0b.

* Revert "Update hud.yml to add ipcs to diagnostic hud (#3019)"

This reverts commit 7220643531.

* Revert "Tweak IPCs (#2979)"

This reverts commit 98b47476de.

* Revert "fix nukies ipc test fail (#2957)"

This reverts commit 4a1acbf863.

* Revert "fix ipc nukies not getting comms (#2884)"

This reverts commit 8a2254770e.

* Revert "fix ipc encryption key mispredict (#2879)"

This reverts commit f08726efc1.

* Revert "Merge pull request #2800 from Spielern/port-ipc"

This reverts commit 822fa4312c, reversing
changes made to fe4c23c702.

* 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 commit 83a8002922, reversing
changes made to baa89b0052.

* Revert "Set up surgical augments infrastructure & add tool panel augments (#3059)"

This reverts commit a40f0be6fd.

* Revert "Psionic Prosthetics (#4689)"

This reverts commit 2679bb238a.

* Revert "Add surgical cleanliness and sanitation (#2847)"

This reverts commit 64565ba4f7.

* Remove unremoved mentions

* Revert "Add autoclave to easily sanitize large amounts of items and faster (#2933)"

This reverts commit d0da90fa2e.

* 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:
Coryn
2026-05-21 20:27:04 -04:00
committed by GitHub
co-authored by Janet Blackquill
parent 3e33391980
commit cb62b27fcf
1045 changed files with 1099 additions and 20557 deletions
@@ -13,9 +13,7 @@ using Content.Shared.Random;
using Content.Shared.Movement.Pulling.Components;
using Content.Shared.Effects;
using Content.Shared.Stunnable;
using Content.Shared._Shitmed.Targeting; // Shitmed Change
using Content.Shared.Hands.Components;
using Content.Shared.Hands.EntitySystems; // Shitmed Change
namespace Content.Shared.Damage.Systems;
@@ -30,7 +28,6 @@ public sealed class DamageOnInteractSystem : EntitySystem
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly SharedStunSystem _stun = default!;
[Dependency] private readonly SharedHandsSystem _hands = default!; // Shitmed Change
public override void Initialize()
{
@@ -79,28 +76,10 @@ public sealed class DamageOnInteractSystem : EntitySystem
}
}
// Shitmed Change Start
TargetBodyPart? targetPart = null;
var hands = CompOrNull<HandsComponent>(args.User);
if (hands != null
&& _hands.GetActiveHand((args.User, hands)) is { } activeHand
&& _hands.TryGetHand((args.User, hands), activeHand, out var hand))
{
targetPart = hand.Value.Location switch
{
HandLocation.Left => TargetBodyPart.LeftHand,
HandLocation.Right => TargetBodyPart.RightHand,
_ => null
};
}
totalDamage = _damageableSystem.ChangeDamage(args.User, totalDamage, origin: args.Target, targetPart: targetPart);
// Shitmed Change End
totalDamage = _damageableSystem.ChangeDamage(args.User, totalDamage, origin: args.Target);
if (totalDamage.AnyPositive())
{
// Record this interaction and determine when a user is allowed to interact with this entity again
entity.Comp.LastInteraction = _gameTiming.CurTime;
entity.Comp.NextInteraction = _gameTiming.CurTime + TimeSpan.FromSeconds(entity.Comp.InteractTimer);
args.Handled = true;
@@ -113,13 +92,14 @@ public sealed class DamageOnInteractSystem : EntitySystem
// Attempt to paralyze the user after they have taken damage
if (_random.Prob(entity.Comp.StunChance))
_stun.TryUpdateParalyzeDuration(args.User, TimeSpan.FromSeconds(entity.Comp.StunSeconds));
}
// Check if the entity's Throw bool is false, or if the entity has the PullableComponent, then if the entity is currently being pulled.
// BeingPulled must be checked because the entity will be spastically thrown around without this.
if (!entity.Comp.Throw || !TryComp<PullableComponent>(entity, out var pullComp) || pullComp.BeingPulled)
return;
_throwingSystem.TryThrow(entity, _random.NextVector2(), entity.Comp.ThrowSpeed, doSpin: true);
// Check if the entity's Throw bool is false, or if the entity has the PullableComponent, then if the entity is currently being pulled.
// BeingPulled must be checked because the entity will be spastically thrown around without this.
if (!entity.Comp.Throw || !TryComp<PullableComponent>(entity, out var pullComp) || pullComp.BeingPulled)
return;
_throwingSystem.TryThrow(entity, _random.NextVector2(), entity.Comp.ThrowSpeed, doSpin: true);
}
}
public void SetIsDamageActiveTo(Entity<DamageOnInteractComponent> entity, bool mode)