* Hyposprays Draw from Jugs
* Fix last onlyMobs usage in yml
* Some Suggested Changes
* Remove unnecessary datafield name declarations
* Remove unnecessary dirtying of component
* Same line parentheses
* Added client-side HypospraySystem
* Cache UI values and only updates if values change
* empty line
* Update label
* Label change
* Reimplement ReactionMixerSystem
* Remove DataField from Hypospray Toggle Mode
* Change ToggleMode from enum to Bool OnlyAffectsMobs
* Add DataField required back since it's required for replays...?
* update EligibleEntity and uses of it
* Add user argument back
* Adds newline
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Guard for dirty entity
* Adds summary tag
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Co-authored-by: Plykiya <plykiya@protonmail.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
(cherry picked from commit f192d7901fedd134c38a6cab38731f8e93994492)
* remove deprecated entity coordinate extension functions. Reduces warning count by approximately 50
* final toCoords Removed
* Remove all unused variables and dead code paths
* remove always true variable, should be a cvar or something instead
* remove superfluous variables from tests
(cherry picked from commit 59e46aab93ca38f8d57fcad4e3a2c893737d9ad4)
* Fix test
* Kill float accumulators
* Use entity proxy methods
* DataField auto name generation where possible
* Kill comp properties
* Clean up server comps
* Make events record structs
* Clean up shared body code
* Clean up server body code
* Rename organ events to be same names as in med refactor
(cherry picked from commit 37b8d78dac047122fe77038bafb8e682132db3cd)
* Merge BreakOnWeightlessMove and BreakOnMove. Provide different theshold for weightless movement.
* Adjust WeightlessMovementThresholds. Put a thing I forgot to put in the doafterargs.
* Make DoAfterArgs only use OnMove to determine whether to check for
movement and MoveThreshold to determine the threshold regardless of
weightlessness. Gave DistanceThreshold a default value which will always
be checked now.
* Fix issue introduced by merge.
* Use interaction system for determining whether a distance is within range
* Fix incorrect doafter args introduced by previous merge.
Forgor to commit these.
* Exorcise ghost.
The execution system should have been deleted when I merged previously.
For a reason I cannot comprehend it came back, but only the execution
system.
* Exorcise ghost Pt. 2
* Allow for movement check to be overriden in zero g and adjust doafter args where needed.
You can now override checking for movement in zero g with the BreakOnWeightlessMove bool. By default it will check.
The following doafters were made to ignore the movement check in zero g:
- Healing yourself with healing items,
- Removing embedded projectiles,
- Using tools like welders and crowbars
* Adjust distance for cuffing/uncuffing to work. Make injections not break on weightless movement.
* Fix evil incorrect and uneeded comments
(cherry picked from commit 362d56981fd7654f6ebec36f16cc8fabdd04b6a7)
* Whisper bleed update v3
* missed a few
* Add bleeding message to health analyzer.
* Fix bleed notification not updating.
* Apparently this either doesnt exist
(cherry picked from commit ff65cb7b0caaeb9edd9461eff942bdc6f5eb7f50)
* Moving Gibbing rework out from medrefactor into it's own PR
* Re-enabled warning for missing gibbable on TryGibEntity
* Implemented better logic for gibbing failover and better logging
* Allowing audio params and drop scattering customization per component. Created UnGibbable organ base types and made brains ungibbable.
Removed delete brain from gibBody function. Artifact crusher does not destroy brains anymore. It only destroyed brains before not other organs which was wierd.
* Update Content.Shared/Body/Systems/SharedBodySystem.Body.cs
Fixing space for multiplication
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Added event raised when attempting to gib contained entities to allow modification of allowed and excluded container ids
* removing audioParams var from component (sound specifier includes it)
* Fixing signature
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Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
(cherry picked from commit 541d8f8715e4e74a77501863c2573aaa1eb33add)
* Decoupled from gravity, constant animation time, manual networking, cubic interpolation
* Reduced overshoot
* Implemented PointAttemptEvent, reacts with mobstate & sleeping
* Brains can no longer point, PBs must be inside a chassis
* Removed chassis check, made callback more obvious
(cherry picked from commit d01d75073cc4179ca5e34cacccd2ca6387e2bf99)
* DamageSpecifier [Obsolete] Total => GetTotal()
* Remove obsolete Total member from DamageSpecifier.
(cherry picked from commit c77eb8691dc08d384a88ddaf3b734f7777d741b5)
* Animal cruelty nerf - microwaves no longer instantly gib, and now heat in realtime
* While we're at it there's honestly no need for this shit to be hardcoded
(cherry picked from commit 21ec29bfa6d2bd6c08aad13faf7ed9fbc958cae0)
* Allows a possibility for a new reagant to work on dead if applied.
To use it, go to Resources\Prototypes\Reagents\medicine.yml and add worksOnTheDead: true to any reagent.
* Update Content.Shared/Chemistry/Reagent/ReagentPrototype.cs
Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
* Update Content.Server/Body/Systems/MetabolizerSystem.cs
Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
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Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
(cherry picked from commit 78f4bec3e1fe51ab29b5b7e5b3a6e5416298f377)
* Make some prototypes use frozen collections
* poke tests
* Remove frozen dictionary enumeration
(cherry picked from commit 8587c3778abdf94041a491b1ff6330fbe6746c03)
* Add more DNA interactions
* remove unused import
* update based on feedback
* Add event for chemistrysystem.injector
* move event to shared; transfer dna to implanter
* doafter and interaction event fixes
* add BreakOnHandChange
* doh
* use events instead of updating component directly
* Add DataFields to ForensicScannerComponent fields
* Convert most events to system api call
* Fix gibbing & body system
Makes it so that bodies no longer have two sets of torso organs and that gibbed bodies get spread around on the floor again.
* Actually fix the double torso problem
* rootSlot in cameFrom
* Remove SetCoordinates inside GibBody()
* Don't use entity.RandomOffset() in GibBody()
* Gibbing now uses _random.NextVector2()
* Laws
* positronic brain and PAI rewrite
* MMI
* MMI pt. 2
* borg brain transfer
* Roleban support, Borg job (WIP), the end of mind shenaniganry
* battery drain, item slot cleanup, alerts
* visuals
* fix this pt1
* fix this pt2
* Modules, Lingering Stacks, Better borg flashlight
* Start on UI, fix battery alerts, expand activation/deactivation, low movement speed on no power.
* sprotes
* no zombie borgs
* oh fuck yeah i love a good relay
* charger
* fix the tiniest of sprite issues
* adjustable names
* a functional UI????
* foobar
* more modules
* this shit for some reason
* upstream
* genericize selectable borg modules
* upstream again
* holy fucking shit
* i love christ
* proper construction
* da job
* AA borgs
* and boom more shit
* admin logs
* laws redux
* ok just do this rq
* oh boy that looks like modules
* oh shit research
* testos passo
* so much shit holy fuck
* fuckit we SHIP
* last minute snags
* should've gotten me on a better day