mirror of
https://github.com/DeltaV-Station/Delta-v.git
synced 2026-10-01 00:27:59 +00:00
* Fix the sensor monitoring console forcing a GC every 3 seconds (#38146) * Optimize sensor monitoring window graph drawing * Add shared static Vector2 pool for all GraphView instances * Address requested changes * remove lock * Update submodule to 264.0.0 (#38629) * Toy/Plushie Inhands and Wearables (#38514) * Fixed dependency injection and some other issues in a few places. * More issue fixes * patchfor broken NetworkConfiguratorLinkMenu (#38632) fix * Fix solutions flickering when transferring contents (#34838) * Use Solution clones when applying SolutionComponent states * Revert "Use Solution clones when applying SolutionComponent states" This reverts commit 013fd111cf92b22562e00f98a7aaa49bc4b4ed62. * Make Solution implement ICloneable and rename Clone method. * Copy CanReact value when cloning a Solution * Convert to IRobustCloneable * Fix typos in guidebook: Buisness → Business (#38636) * Fix typo in `MinorAntagonists.xml` Buisness → Business * Fix typo in `YourFirstCharacter.xml` Buisness → Business * Various Headphones Fixes and Tweaks (#38479) * sprites, wearables * neck * icon-on sprite * Cleanup prototype instantiation in `DamageTest` (#38639) Cleanup prototype instantiation in DamageTest * Cleanup prototype instantiation in `ExplosionSystem` (#38642) Cleanup prototype instantiation in ExplosionSystem * AddBodyPartCommand localization. (#38612) commit * fix ItemSlotsSystem debug assert (#38655) * Allow the Command & Super door remotes to use the access of their user. (Re-creation of PR due to changes to game balance) (#35536) * Added directional beacons (#38284) * Added directional beacons Signed-off-by: Nox38 <nebulousnox38@gmail.com> * Fixed names Signed-off-by: Nox38 <nebulousnox38@gmail.com> --------- Signed-off-by: Nox38 <nebulousnox38@gmail.com> * Power stat and nuke codes commands get some LEC love. (#38585) * commit * requested changes. * Dsay Dirty and Follow commands converted to LEC and localized. (#38666) * commit * whoopwhoopwhoop * Retro laser sprite fix (#38676) * Fixed everything except the icon Signed-off-by: Nox38 <nebulousnox38@gmail.com> * fixed icon Signed-off-by: Nox38 <nebulousnox38@gmail.com> --------- Signed-off-by: Nox38 <nebulousnox38@gmail.com> * fix water coolers (#38681) * Monochromacy typo fix (#38686) * fixes the typo * Fixed cloning looking for the trait, not the component, RE https://github.com/space-wizards/space-station-14/pull/38686#issuecomment-3025093504 * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Validate `CloningSettingsPrototype`s (#38688) * Validate CloningSettingsPrototypes * Update Content.IntegrationTests/Tests/Cloning/CloningSettingsPrototypeTest.cs Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Check EventComponents too --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Add test of objective-related console commands (#36400) * Add test of objective add/list/remove commands * Not sure why we're validating test prototypes, but sure * We don't need a map * Improvements and fixups for New Status Effect API (#38660) * Predict healing and bloodstream (#38690) * initial commit * reapply 38126 * fix rootable * someone missed an important minus sign here * try this * fix * fix * reenable crit hits * cleanup * fix status time dirtying * fix * camelCase * Healing and bloodstream prediction fixes. * Resolving Wizard casting recall on nuke disk making it impossible to disarm (#38661) * Resolving Wizard Recall on Nuke disk making it impossible to disarm - Adding a DisarmBomb case to nuke status update loop - Changing a few methods and parameters to properly follow formatting standards - Updating some names to follow camelCase * Updating missed tag * Reverting DataField change Should prevent this preventative bugfix being a breaking change. * Switch HSV to the default colorspace for character customization (#38434) * Made HSV default for character editor * Adds/fixes comments to HSV defaulting * Added dropbox fix, potentially cursed * Revert "Added dropbox fix, potentially cursed" This reverts commit a709883366fbee813e839742125e70844672af29. --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * Fix: Don't deploy foldables when clicking on items inside containers (#38709) * Fix * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Pressure Relief Valve (#36708) * initial system (this math is probably WRONG) * General code cleanup and OnExamined support (holy moly this code sucks) * UICode and related events foundation TODO: - Actually write the XAML UI and the underlying system - Un-shitcode the entire thing - Actually test everything... * Working UI code TODO: Make predicted, as this certainly isn't predicted. Even though I said it was. It isn't. * Remove one TODO for unshitcoding the examine code * Add reminder yea * Make predicted (defenitely isn't) (also defenitely isn't a copypaste from pressure pump code) * It's predicted! TODO: - Give it snazzy predicted visuals! - Have a different field for pressure entry, lest it gets bulldozed every UI update. * Improve gas pressure relief valve UI TODO: Reminder to reduce amount of dirties using deltafields * Implement DirtyField prediction * Entity<T> cleanup A lot of Entity<T> conversions and lukewarm cleanup. Also got caught copy pasting code in 4K UHD but it's not like you couldn't tell. * More cleanup and comments * Remove TODO comment on bulldozing window title * """refactoring""" - Move appearance out of shared and finally fix it. Pointless to predict appearance in this instance. - More Entity<T> conversions because I like them. - Move UI creation handling over entirely to the ActivatableUI system. - Fix a hardcoded locale string (why????). * Add visuals * Revert debugging variable replacememt yea * Revert skissue * Remove unused using directives and remove TODO * Localize, cleanup, document * Fix adminlogging discrepancy * Add ability to construct, add guidebook entry * Clear up comment * Add guidebook tooltip to valve * Convert GasPressureReliefValveBoundUserInterface declaration into primary constructor * Adds more input handling and adds autofill on open * Un-deepfry input validator shitcode Genuinely what was I smoking * improve visuals logic * Refactor again - Update math to the correct implementation - Moved code that could be re-used in the future into a helper method under AtmosphereSystem.Gases.cs * I'm sorry but I hate warnings * Remove unused using directive in AtmosphereSystem.Gases.cs * Review and cleanup * Lukewarm UI glossup * Maintainer for the upstream project btw * Remove redundant state sets and messy logic * Unduplicate valve updater code * Redo UI (im sorry Slarti) * run tests * Test refactored UI messaging * Second round of UI improvements - God please find a way to improve this system. Feels bad. * Update loop implementation * Further predict UI * Clear up SetToCurrentThreshold * cleanup * Update to master + pipe layers and bug fixes want to run tests * fixes * Deploy rename pipebomb * Documentation and requested changes * Rename the method that wiggled away * Undo rounding changes * Fix comment * Rename and cleanup * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Fix TextLinkTag (#32203) * Adjust uplink buy button to be under item icon (#38596) * Adjusted uplink buy button to be under item icon * Put the discount subtext under the icon * Indent fixes, added margin --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * Scurrets - Audio Improvements (#38482) * Scurret audio tuning * Add new sfx * Update sneezing sfx * YAML support * Rename a folder * make telesci wreck easier (#37569) rel * Validate `ShaderPrototype` IDs (#38728) * Convert all shader prototype string literals to protoids in overlays * Convert more shader prototype literal strings to protoids * Convert ValidatePrototypeId to ProtoId * Later * [BUGFIX] Fixed revenant malfunction ability not working properly only MediBots and Stasis bed (#38664) * fixed * clean up * orks fix smart * review fix 1 * more requested changes * less cursed * more descriptive description * better wording * Tiny Tiny Cleanup of the EyeClosingSystem. (#38734) Update EyeClosingSystem.cs * Fix human skin tone distribution (#38701) * fix: Use PredictedQueueDel for gib spell (#38729) * fix: don't default to uncharged sprite state for cells (#38730) * Fix Hristov description - remove inaccurate technical specs (#38746) - Removes inaccurate 'armor piercing 14.5mm shells' reference - Replaces it with a more funny description, matching the style of the other snipers and guns - Keeps ammunition type '.60 anti-materiel ammo' specification - Fixes issue #38590 Co-authored-by: Arthur Fiorese de Andrade <aandrade@cmcxs.gov.br> * feat: allow mopping evaporating puddles (#38743) * Validate remaining `ProtoId` strings (#38747) Validate remaining ProtoId strings * Validate `ProtoId`s in tests (#38745) * Convert string literals to protoids in Content.Tests * Convert string literals to protoids or consts in Content.IntegrationTests * Fix linter failures Tricksy static using misled me * Cleanup warning in StomachSystem (#38748) you did not see this * Vox scars (#38592) * Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl * Revert "Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl" This reverts commit c73da55ba3b39ddf93b493aecd85604c54dd8a15. * locale key fix * Changed top surgery scar names to be more generalized * Adjusted face scars * Formatting fixes --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * UnlockNode command to LEC. (#38751) * commit * Update UnlockNodeCommand.cs * commit * move command locale to its own file. * Update Content.Server/Xenoarchaeology/Artifact/UnlockNodeCommand.cs --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Typofixes for figurine dialogue (#38737) * Typofixes for figurine dialogue * Forgot two * Janitor Tool: Wire Brush (#38667) * Wow! It's -brush- * spacing. * Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * fixed changes --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Minor escape menu UX improvements (#38650) * fix: spellbooks can have infinite charges (#38376) * fix: spellbooks can have infinite charges * refactor: indicate infinite spellbook charges with null Not sure if I like this much better...
225 lines
7.8 KiB
C#
225 lines
7.8 KiB
C#
using System.Numerics;
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using Content.Server.Ghost;
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using Content.Server.Humanoid;
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using Content.Shared._Shitmed.Body.Part;
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using Content.Shared.Body.Components;
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using Content.Shared.Body.Events;
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using Content.Shared.Body.Part;
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using Content.Shared.Body.Systems;
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using Content.Shared.Damage.Components;
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using Content.Shared.Humanoid;
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using Content.Shared.Mind;
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using Content.Shared.Mobs.Systems;
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using Content.Shared.Movement.Events;
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using Content.Shared.Movement.Systems;
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using Robust.Shared.Audio;
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using Robust.Shared.Timing;
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using System.Numerics;
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using Content.Server.Polymorph.Components;
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using Content.Server.Polymorph.Systems;
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using Content.Shared.Damage.Components;
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// Shitmed Change
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using System.Linq;
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using Content.Shared.Damage;
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using Content.Shared.Gibbing.Events;
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namespace Content.Server.Body.Systems;
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public sealed class BodySystem : SharedBodySystem
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{
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[Dependency] private readonly BloodstreamSystem _bloodstream = default!; // Shitmed Change
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[Dependency] private readonly GhostSystem _ghostSystem = default!;
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly HumanoidAppearanceSystem _humanoidSystem = default!;
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[Dependency] private readonly SharedAppearanceSystem _appearance = default!; // Shitmed Change
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[Dependency] private readonly MobStateSystem _mobState = default!;
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[Dependency] private readonly SharedMindSystem _mindSystem = default!;
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[Dependency] private readonly PolymorphSystem _polymorph = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<BodyComponent, MoveInputEvent>(OnRelayMoveInput);
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SubscribeLocalEvent<BodyComponent, ApplyMetabolicMultiplierEvent>(OnApplyMetabolicMultiplier);
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}
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private void OnRelayMoveInput(Entity<BodyComponent> ent, ref MoveInputEvent args)
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{
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// If they haven't actually moved then ignore it.
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if ((args.Entity.Comp.HeldMoveButtons &
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(MoveButtons.Down | MoveButtons.Left | MoveButtons.Up | MoveButtons.Right)) == 0x0)
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{
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return;
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}
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if (_mobState.IsDead(ent) && _mindSystem.TryGetMind(ent, out var mindId, out var mind))
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{
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mind.TimeOfDeath ??= _gameTiming.RealTime;
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_ghostSystem.OnGhostAttempt(mindId, canReturnGlobal: true, mind: mind);
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}
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}
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private void OnApplyMetabolicMultiplier(
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Entity<BodyComponent> ent,
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ref ApplyMetabolicMultiplierEvent args)
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{
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foreach (var organ in GetBodyOrgans(ent, ent))
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{
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RaiseLocalEvent(organ.Id, ref args);
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}
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}
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protected override void AddPart(
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Entity<BodyComponent?> bodyEnt,
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Entity<BodyPartComponent> partEnt,
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string slotId)
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{
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// TODO: Predict this probably.
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base.AddPart(bodyEnt, partEnt, slotId);
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var layer = partEnt.Comp.ToHumanoidLayers();
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if (layer != null)
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{
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var layers = HumanoidVisualLayersExtension.Sublayers(layer.Value);
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_humanoidSystem.SetLayersVisibility(bodyEnt.Owner, layers, visible: true);
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}
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}
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protected override void RemovePart(
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Entity<BodyComponent?> bodyEnt,
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Entity<BodyPartComponent> partEnt,
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string slotId)
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{
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base.RemovePart(bodyEnt, partEnt, slotId);
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if (!TryComp<HumanoidAppearanceComponent>(bodyEnt, out var humanoid))
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return;
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var layer = partEnt.Comp.ToHumanoidLayers();
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if (layer is null)
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return;
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var layers = HumanoidVisualLayersExtension.Sublayers(layer.Value);
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_humanoidSystem.SetLayersVisibility((bodyEnt, humanoid), layers, visible: false);
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_appearance.SetData(bodyEnt, layer, true); // Shitmed Change
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}
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public override HashSet<EntityUid> GibBody(
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EntityUid bodyId,
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bool acidify = false,
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BodyComponent? body = null,
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bool launchGibs = true,
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Vector2? splatDirection = null,
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float splatModifier = 1,
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Angle splatCone = default,
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SoundSpecifier? gibSoundOverride = null,
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// Shitmed Change
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GibType gib = GibType.Gib,
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GibContentsOption contents = GibContentsOption.Drop)
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{
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if (!Resolve(bodyId, ref body, logMissing: false)
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|| TerminatingOrDeleted(bodyId)
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|| EntityManager.IsQueuedForDeletion(bodyId))
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{
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return new HashSet<EntityUid>();
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}
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if (HasComp<GodmodeComponent>(bodyId))
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return new HashSet<EntityUid>();
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// If a polymorph configured to revert on death is gibbed without dying,
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// revert it then gib so the parent is gibbed instead of the polymorph.
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if (TryComp<PolymorphedEntityComponent>(bodyId, out var polymorph)
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&& polymorph.Configuration.RevertOnDeath)
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{
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_polymorph.Revert(bodyId);
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if (polymorph.Configuration.TransferDamage)
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GibBody(polymorph.Parent, acidify, null, launchGibs: launchGibs, splatDirection: splatDirection,
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splatModifier: splatModifier, splatCone:splatCone);
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return new HashSet<EntityUid>();
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}
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var xform = Transform(bodyId);
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if (xform.MapUid is null)
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return new HashSet<EntityUid>();
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var gibs = base.GibBody(bodyId, acidify, body, launchGibs: launchGibs,
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splatDirection: splatDirection, splatModifier: splatModifier, splatCone: splatCone,
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gib: gib, contents: contents); // Shitmed Change
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var ev = new BeingGibbedEvent(gibs);
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RaiseLocalEvent(bodyId, ref ev);
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QueueDel(bodyId);
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return gibs;
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}
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// Shitmed Change Start
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public override HashSet<EntityUid> GibPart(
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EntityUid partId,
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BodyPartComponent? part = null,
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bool launchGibs = true,
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Vector2? splatDirection = null,
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float splatModifier = 1,
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Angle splatCone = default,
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SoundSpecifier? gibSoundOverride = null)
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{
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if (!Resolve(partId, ref part, logMissing: false)
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|| TerminatingOrDeleted(partId)
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|| EntityManager.IsQueuedForDeletion(partId))
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return new HashSet<EntityUid>();
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if (Transform(partId).MapUid is null)
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return new HashSet<EntityUid>();
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var gibs = base.GibPart(partId, part, launchGibs: launchGibs,
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splatDirection: splatDirection, splatModifier: splatModifier, splatCone: splatCone);
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var ev = new BeingGibbedEvent(gibs);
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RaiseLocalEvent(partId, ref ev);
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if (gibs.Any())
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QueueDel(partId);
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return gibs;
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}
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public override bool BurnPart(EntityUid partId, BodyPartComponent? part = null)
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{
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if (!Resolve(partId, ref part, logMissing: false)
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|| TerminatingOrDeleted(partId)
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|| EntityManager.IsQueuedForDeletion(partId))
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return false;
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return base.BurnPart(partId, part);
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}
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protected override void ApplyPartMarkings(EntityUid target, BodyPartAppearanceComponent component)
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{
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return;
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}
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protected override void RemoveBodyMarkings(EntityUid target, BodyPartAppearanceComponent partAppearance, HumanoidAppearanceComponent bodyAppearance)
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{
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foreach (var (visualLayer, markingList) in partAppearance.Markings)
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foreach (var marking in markingList)
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_humanoidSystem.RemoveMarking(target, marking.MarkingId, sync: false, humanoid: bodyAppearance);
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Dirty(target, bodyAppearance);
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}
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protected override void PartRemoveDamage(Entity<BodyComponent?> bodyEnt, Entity<BodyPartComponent> partEnt)
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{
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var bleeding = partEnt.Comp.SeverBleeding;
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if (partEnt.Comp.IsVital)
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bleeding *= 2f;
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TryComp<BloodstreamComponent>(bodyEnt, out var bloodstream);
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_bloodstream.TryModifyBleedAmount((bodyEnt, bloodstream), bleeding);
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}
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// Shitmed Change End
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}
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