Fix eating and drinking verbs showing up after a short delay and making your verb UI bounce (#38164)

* Fix eating and drinking verbs showing up after a short delay and making your verb UI bounce

* Usings fix

* Usings fix

* Usings fix

* Usings fix

* CVar fix

* Predicted ppups

* Openable predicted popup

* Fix audio prediction
This commit is contained in:
DrSmugleaf
2025-06-09 07:36:04 -07:00
committed by GitHub
parent bd67e82093
commit 7f9b2a0434
40 changed files with 332 additions and 334 deletions

View File

@@ -1,9 +1,10 @@
using Content.Server.Body.Components;
using Content.Shared.Chemistry.EntitySystems;
using Content.Shared.Administration.Logs;
using Content.Shared.Body.Events;
using Content.Shared.Body.Organ;
using Content.Shared.Chemistry.Components;
using Content.Shared.Chemistry.Components.SolutionManager;
using Content.Shared.Chemistry.EntitySystems;
using Content.Shared.Chemistry.Reagent;
using Content.Shared.Database;
using Content.Shared.EntityEffects;
@@ -231,29 +232,4 @@ namespace Content.Server.Body.Systems
_solutionContainerSystem.UpdateChemicals(soln.Value);
}
}
// TODO REFACTOR THIS
// This will cause rates to slowly drift over time due to floating point errors.
// Instead, the system that raised this should trigger an update and subscribe to get-modifier events.
[ByRefEvent]
public readonly record struct ApplyMetabolicMultiplierEvent(
EntityUid Uid,
float Multiplier,
bool Apply)
{
/// <summary>
/// The entity whose metabolism is being modified.
/// </summary>
public readonly EntityUid Uid = Uid;
/// <summary>
/// What the metabolism's update rate will be multiplied by.
/// </summary>
public readonly float Multiplier = Multiplier;
/// <summary>
/// If true, apply the multiplier. If false, revert it.
/// </summary>
public readonly bool Apply = Apply;
}
}