Fire damage (#2024)
* Moved the uplink creation code to the PresetSuspicion.Start method to ensure uplink created when we give the traitor role Moved the starting TC balance to cvars * Added component to handle interaction with Atmospheric system Added damage from high and cold temperature * renamed AtmoExposable to AtmosExposed moved AtmosExposed updates to its own system refactored TemperatureComponent renamed fire to heat added null check for Air added self-heating and self-cooling to body system * small refactoring for checking on airless tile in MetabolismComponent * Added component to handle interaction with Atmospheric system Added damage from high and cold temperature * renamed AtmoExposable to AtmosExposed moved AtmosExposed updates to its own system refactored TemperatureComponent renamed fire to heat added null check for Air added self-heating and self-cooling to body system * small refactoring for checking on airless tile in MetabolismComponent * Removed Pressure property from BarotraumaComponent Changed CanShiver method to match style of other CanX method in ActionBlockerSystem * Merged EntityCoordinates and changed components to reflect the change * Fix typo * Wrapped string to Loc.GetString Added CanSweat Refactored dead state check
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@@ -4,6 +4,7 @@ using System.Collections.Generic;
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using System.Linq;
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using Content.Server.Atmos;
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using Content.Server.Atmos.Reactions;
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using Content.Server.GameObjects.Components.Atmos;
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using Content.Server.Interfaces;
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using Content.Shared.GameObjects.EntitySystems.Atmos;
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using JetBrains.Annotations;
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@@ -64,8 +65,7 @@ namespace Content.Server.GameObjects.EntitySystems
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foreach (var (mapGridComponent, gridAtmosphereComponent) in EntityManager.ComponentManager.EntityQuery<IMapGridComponent, IGridAtmosphereComponent>())
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{
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if (_pauseManager.IsGridPaused(mapGridComponent.GridIndex))
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continue;
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if (_pauseManager.IsGridPaused(mapGridComponent.GridIndex)) continue;
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gridAtmosphereComponent.Update(frameTime);
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}
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