Cleaned up obsolete properties from MobStateComponent (#13097)
Co-authored-by: Jezithyr <Jezithyr@gmail.com>
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@@ -3,6 +3,7 @@ using Content.Server.Chemistry.EntitySystems;
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using Content.Server.Chemistry.ReactionEffects;
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using Content.Server.Fluids.EntitySystems;
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using Content.Server.HealthExaminable;
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using Content.Server.MobState;
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using Content.Server.Popups;
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using Content.Shared.Chemistry.Components;
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using Content.Shared.Chemistry.Reaction;
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@@ -27,6 +28,7 @@ public sealed class BloodstreamSystem : EntitySystem
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[Dependency] private readonly DamageableSystem _damageableSystem = default!;
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[Dependency] private readonly SpillableSystem _spillableSystem = default!;
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[Dependency] private readonly PopupSystem _popupSystem = default!;
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[Dependency] private readonly MobStateSystem _mobStateSystem = default!;
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IRobustRandom _robustRandom = default!;
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@@ -90,7 +92,7 @@ public sealed class BloodstreamSystem : EntitySystem
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bloodstream.AccumulatedFrametime -= bloodstream.UpdateInterval;
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var uid = bloodstream.Owner;
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if (TryComp<MobStateComponent>(uid, out var state) && state.IsDead())
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if (TryComp<MobStateComponent>(uid, out var state) && _mobStateSystem.IsDead(uid, state))
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continue;
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// First, let's refresh their blood if possible.
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