Basic gibbing (#2973)
* Adds gibbing * Adds adminbused absurd-damage foamblade * Sane parts * BaseOrgan -> BaseMechanism * Do not do random offset on shared, fix killing oneself with click attacks * BaseMechanism -> BaseHumanOrgan -> *stuff* * Account for prediction, again * Add gibbing sound
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@@ -1,6 +1,7 @@
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#nullable enable
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using System;
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using System.Collections.Generic;
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using System.ComponentModel;
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using System.Diagnostics.CodeAnalysis;
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using System.Linq;
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using Content.Shared.Damage;
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@@ -11,7 +12,10 @@ using Content.Shared.GameObjects.Components.Body.Template;
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using Content.Shared.GameObjects.Components.Damage;
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using Content.Shared.GameObjects.Components.Movement;
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using Content.Shared.GameObjects.EntitySystems;
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using Content.Shared.Utility;
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using Robust.Shared.Containers;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.Components.Containers;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.IoC;
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@@ -19,6 +23,7 @@ using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization;
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using Robust.Shared.Utility;
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using Robust.Shared.ViewVariables;
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using Component = Robust.Shared.GameObjects.Component;
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namespace Content.Shared.GameObjects.Components.Body
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{
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@@ -697,6 +702,17 @@ namespace Content.Shared.GameObjects.Components.Body
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}
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}
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}
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public virtual void Gib(bool gibParts = false)
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{
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foreach (var (_, part) in Parts)
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{
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RemovePart(part);
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if (gibParts)
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part.Gib();
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}
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}
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}
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[Serializable, NetSerializable]
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