Delta-v/Content.Server/_Shitmed/DelayedDeath/DelayedDeathSystem.cs

43 lines
1.3 KiB
C#

using Content.Shared.Medical;
using Content.Shared.Mobs;
using Content.Shared.Mobs.Components;
using Content.Shared.Mobs.Systems;
namespace Content.Server._Shitmed.DelayedDeath;
public partial class DelayedDeathSystem : EntitySystem
{
[Dependency] private readonly MobStateSystem _mobState = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<DelayedDeathComponent, TargetBeforeDefibrillatorZapsEvent>(OnDefibZap);
}
public override void Update(float frameTime)
{
base.Update(frameTime);
using var query = EntityQueryEnumerator<DelayedDeathComponent, MobStateComponent>();
while (query.MoveNext(out var ent, out var comp, out var mob))
{
comp.DeathTimer += frameTime;
if (comp.DeathTimer >= comp.DeathTime && !_mobState.IsDead(ent, mob))
{
// go crit then dead so deathgasp can happen
_mobState.ChangeMobState(ent, MobState.Critical, mob);
_mobState.ChangeMobState(ent, MobState.Dead, mob);
}
}
}
private void OnDefibZap(Entity<DelayedDeathComponent> ent, ref TargetBeforeDefibrillatorZapsEvent args)
{
// can't defib someone without a heart or brain pal
args.Cancel();
}
}