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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@@ -260,6 +260,10 @@ namespace Content.Shared.GameObjects.Components.Mobs
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public bool CanUnequip() => (!Stunned);
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public bool CanChangeDirection() => true;
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public bool CanShiver() => !Stunned;
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public bool CanSweat() => true;
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#endregion
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[ViewVariables]
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