Merge branch 'master' into offmed-staging
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@@ -6,7 +6,8 @@ using Content.Shared.Chemistry.EntitySystems;
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using Content.Shared.Chemistry.Reaction;
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using Content.Shared.Chemistry.Reagent;
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using Content.Shared.Damage;
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using Content.Shared.EntityEffects.Effects;
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using Content.Shared.Damage.Systems;
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using Content.Shared.EntityEffects.Effects.Solution;
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using Content.Shared.FixedPoint;
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using Content.Shared.Fluids;
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using Content.Shared.Forensics.Components;
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@@ -110,8 +111,7 @@ public abstract class SharedBloodstreamSystem : EntitySystem
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// bloodloss damage is based on the base value, and modified by how low your blood level is.
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var amt = bloodstream.BloodlossDamage / (0.1f + bloodPercentage);
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_damageableSystem.TryChangeDamage(uid, amt,
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ignoreResistances: false, interruptsDoAfters: false);
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_damageableSystem.TryChangeDamage(uid, amt, ignoreResistances: false, interruptsDoAfters: false);
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// Apply dizziness as a symptom of bloodloss.
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// The effect is applied in a way that it will never be cleared without being healthy.
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@@ -161,7 +161,9 @@ public abstract class SharedBloodstreamSystem : EntitySystem
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{
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switch (effect)
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{
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case CreateEntityReactionEffect: // Prevent entities from spawning in the bloodstream
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// TODO: Rather than this, ReactionAttempt should allow systems to remove effects from the list before the reaction.
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// TODO: I think there's a PR up on the repo for this and if there isn't I'll make one -Princess
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case EntityEffects.Effects.EntitySpawning.SpawnEntity: // Prevent entities from spawning in the bloodstream
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case AreaReactionEffect: // No spontaneous smoke or foam leaking out of blood vessels.
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args.Cancelled = true;
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return;
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@@ -226,7 +228,7 @@ public abstract class SharedBloodstreamSystem : EntitySystem
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// TODO: Replace with RandomPredicted once the engine PR is merged
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// Use both the receiver and the damage causing entity for the seed so that we have different results for multiple attacks in the same tick
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var seed = SharedRandomExtensions.HashCodeCombine(new() { (int)_timing.CurTick.Value, GetNetEntity(ent).Id, GetNetEntity(args.Origin)?.Id ?? 0 });
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var seed = SharedRandomExtensions.HashCodeCombine((int)_timing.CurTick.Value, GetNetEntity(ent).Id, GetNetEntity(args.Origin)?.Id ?? 0 );
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var rand = new System.Random(seed);
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var prob = Math.Clamp(totalFloat / 25, 0, 1);
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if (totalFloat > 0 && rand.Prob(prob))
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