Update documentation for body system code (#2556)
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@@ -94,7 +94,7 @@ namespace Content.Shared.GameObjects.Components.Body.Surgery
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return null;
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}
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public override string GetDescription(IEntity target)
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public override string GetDescription()
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{
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if (Parent == null)
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{
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@@ -107,21 +107,21 @@ namespace Content.Shared.GameObjects.Components.Body.Surgery
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{
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// Case: skin is opened, but not clamped.
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toReturn += Loc.GetString("The skin on {0:their} {1} has an incision, but it is prone to bleeding.\n",
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target, Parent.Name);
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Owner, Parent.Name);
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}
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else if (_skinOpened && _vesselsClamped && !_skinRetracted)
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{
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// Case: skin is opened and clamped, but not retracted.
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toReturn += Loc.GetString("The skin on {0:their} {1} has an incision, but it is not retracted.\n",
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target, Parent.Name);
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Owner, Parent.Name);
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}
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else if (_skinOpened && _vesselsClamped && _skinRetracted)
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{
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// Case: skin is fully open.
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toReturn += Loc.GetString("There is an incision on {0:their} {1}.\n", target, Parent.Name);
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toReturn += Loc.GetString("There is an incision on {0:their} {1}.\n", Owner, Parent.Name);
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foreach (var mechanism in _disconnectedOrgans)
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{
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toReturn += Loc.GetString("{0:their} {1} is loose.\n", target, mechanism.Name);
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toReturn += Loc.GetString("{0:their} {1} is loose.\n", Owner, mechanism.Name);
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}
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}
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