Unique gas serialization for atmos (#1629)
* Add unique gas mixture serialization for atmos * Refactor doAfterEventArgs * Adds atmos commands * Roundstard now has correct ratio of gases * Fixed hashcode for gasmixture, better grid atmos serialization * Airlocks create gas based on adjacent tiles now. * Enables barotrauma component damage
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@@ -4,6 +4,7 @@ using Content.Server.GameObjects.Components.Mobs;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Server.Interfaces.GameObjects;
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using Content.Shared.Atmos;
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using Content.Shared.GameObjects;
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using Content.Shared.GameObjects.Components.Mobs;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.Systems;
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@@ -50,8 +51,7 @@ namespace Content.Server.GameObjects.Components.Atmos
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if(pressure > Atmospherics.WarningLowPressure)
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goto default;
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// TODO ATMOS Uncomment this when saltern is pressurized
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//damageable.TakeDamage(DamageType.Brute, Atmospherics.LowPressureDamage, Owner, null);
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damageable.TakeDamage(DamageType.Brute, Atmospherics.LowPressureDamage, Owner);
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if (status == null) break;
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@@ -73,8 +73,7 @@ namespace Content.Server.GameObjects.Components.Atmos
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var damage = (int) MathF.Min((pressure / Atmospherics.HazardHighPressure) * Atmospherics.PressureDamageCoefficient, Atmospherics.MaxHighPressureDamage);
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// TODO ATMOS Uncomment this when saltern is pressurized
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//damageable.TakeDamage(DamageType.Brute, damage, Owner, null);
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damageable.TakeDamage(DamageType.Brute, damage, Owner);
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if (status == null) break;
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