Offbrand medical (#3366)

* Offbrand medical

* what if we regrade

* zombies are mostly there thats it thats a wrap xd

* here's changeling

* some bonus gut punches

* start working on the guidebook

* fix rsi and yaml lints

* my agrichem so fits

* we stay rejuvenated

* my china so laked

* debrute

* fix suicide

* fix the suicide tests

* my surgery so requires laying down

* the guidebook continues

* READ KEB PAGES

* keb vascular recoupler

* read keb medicine

* fix yaml lint

* fix the EntityRemoveConstructionGraphStep

* fix overlay init

* scalpels are not a food tool

* return of the programmer art

* my line so nieuw

* boxes deserve veins too

* mrrrp yaml

* what if we redid brain damage alerts

* bloot pressure

* kill mannitol drowsiness

* get licensed

* my read so me

* get feedbacked nerd

* fine-tune the heart stoppage conditions

* cryostasis adjustments, guidebook adjustments, fix negative strain issues

* my surgery so table

* fix heart surgery and guidebook

* medicine & defibrillator pass

* iv bags and stands

* prefills

* janet gets very sidetracked

* mostly finished iv stuff

* what if we fixed the guidebook

* halve decapoid cryostasis

* my medicines so IV

* finetune cryostasis

* less logspam

* metabolism-aware iv stands and cryopods

* give people painkillers

* yaml lint real

* fix blood build

* finish rebase

* tidy up localization

* clean up my yaml beasties...

* soft curve after exceeding maximum damage

* husks/bonedeaths

Grabbag of Offmed fixes & improvements (#3461)

* CPR moment

* Mob AI fix

* Fix brain oxygenation not updating on regeneration

* sorry gamers you cannot resist the pull

* Troll combat abilities more in softcrit

praying rn (#3467)

dont have CPR be 50% (#3468)

Make offbrand murder easier to contend with (#3473)

* e

* disrupt people in softcrit when attacking them

* ok gamers we're gaming

* forgor

Hopefully final pass before Offbrand merge (#3475)

First pass of Offbrand adjustments (#3477)

Swap blood pressure values in health analyzer (#3476)

Systolic over diastolic

Co-authored-by: Kip <32859367+kipdotnet@users.noreply.github.com>

Offbrand pass 2: Mostly bugfixes (#3480)

Fix zeds causing PVS reloads (#3482)

Offbrand pass 3: I hate surgery I hate surgery I hate surgery I (#3481)

* set up surgery ui

* test fail real

Pain/braingasps (#3487)

Offmed bundle 5 - the evil one (#3489)

* Evil cavity surgery

* les borgues

* nicotine moment

* epinephrine RNG

* legalese

* test fail real

* ok jamers cope with c4

Pass 6
This commit is contained in:
pathetic meowmeow
2025-09-13 23:15:18 -04:00
committed by Janet Blackquill
parent 398c8df343
commit 8894eca118
451 changed files with 16350 additions and 347 deletions

View File

@@ -14,7 +14,7 @@ public sealed partial class StatusEffectsSystem
{
SubscribeLocalEvent<StatusEffectContainerComponent, LocalPlayerAttachedEvent>(RelayStatusEffectEvent);
SubscribeLocalEvent<StatusEffectContainerComponent, LocalPlayerDetachedEvent>(RelayStatusEffectEvent);
SubscribeLocalEvent<StatusEffectContainerComponent, RejuvenateEvent>(RelayStatusEffectEvent);
// SubscribeLocalEvent<StatusEffectContainerComponent, RejuvenateEvent>(RelayStatusEffectEvent); // Offbrand
SubscribeLocalEvent<StatusEffectContainerComponent, RefreshMovementSpeedModifiersEvent>(RelayStatusEffectEvent);
SubscribeLocalEvent<StatusEffectContainerComponent, UpdateCanMoveEvent>(RelayStatusEffectEvent);
@@ -26,6 +26,33 @@ public sealed partial class StatusEffectsSystem
SubscribeLocalEvent<StatusEffectContainerComponent, StunEndAttemptEvent>(RefRelayStatusEffectEvent);
SubscribeLocalEvent<StatusEffectContainerComponent, AccentGetEvent>(RelayStatusEffectEvent);
SubscribeLocalEvent<StatusEffectContainerComponent, Content.Shared._Offbrand.Wounds.WoundGetDamageEvent>(RefRelayStatusEffectEvent); // Offbrand
SubscribeLocalEvent<StatusEffectContainerComponent, Content.Shared._Offbrand.Wounds.GetWoundsWithSpaceEvent>(RefRelayStatusEffectEvent); // Offbrand
SubscribeLocalEvent<StatusEffectContainerComponent, Content.Shared._Offbrand.Wounds.GetPainEvent>(RefRelayStatusEffectEvent); // Offbrand
SubscribeLocalEvent<StatusEffectContainerComponent, Content.Shared._Offbrand.Wounds.GetStrainEvent>(RefRelayStatusEffectEvent); // Offbrand
SubscribeLocalEvent<StatusEffectContainerComponent, Content.Shared._Offbrand.Wounds.HealWoundsEvent>(RefRelayStatusEffectEvent); // Offbrand
SubscribeLocalEvent<StatusEffectContainerComponent, Content.Shared._Offbrand.Wounds.GetBleedLevelEvent>(RefRelayStatusEffectEvent); // Offbrand
SubscribeLocalEvent<StatusEffectContainerComponent, Content.Shared._Offbrand.Wounds.PainSuppressionEvent>(RefRelayStatusEffectEvent); // Offbrand
SubscribeLocalEvent<StatusEffectContainerComponent, Content.Shared._Offbrand.Wounds.BeforeDealBrainDamage>(RefRelayStatusEffectEvent); // Offbrand
SubscribeLocalEvent<StatusEffectContainerComponent, Content.Shared._Offbrand.Wounds.BeforeDepleteBrainOxygen>(RefRelayStatusEffectEvent); // Offbrand
SubscribeLocalEvent<StatusEffectContainerComponent, Content.Shared._Offbrand.Wounds.BeforeHealBrainDamage>(RefRelayStatusEffectEvent); // Offbrand
SubscribeLocalEvent<StatusEffectContainerComponent, Content.Shared._Offbrand.Wounds.GetOxygenationModifier>(RefRelayStatusEffectEvent); // Offbrand
SubscribeLocalEvent<StatusEffectContainerComponent, Content.Shared._Offbrand.Wounds.GetStoppedCirculationModifier>(RefRelayStatusEffectEvent); // Offbrand
SubscribeLocalEvent<StatusEffectContainerComponent, Content.Shared._Offbrand.Weapons.RelayedGetMeleeDamageEvent>(RefRelayStatusEffectEvent); // Offbrand
SubscribeLocalEvent<StatusEffectContainerComponent, Content.Shared._Offbrand.Weapons.RelayedGetMeleeAttackRateEvent>(RefRelayStatusEffectEvent); // Offbrand
SubscribeLocalEvent<StatusEffectContainerComponent, Content.Shared._Offbrand.Weapons.RelayedGunRefreshModifiersEvent>(RefRelayStatusEffectEvent); // Offbrand
SubscribeLocalEvent<StatusEffectContainerComponent, Content.Shared.Damage.ModifySlowOnDamageSpeedEvent>(RefRelayStatusEffectEvent); // Offbrand
SubscribeLocalEvent<StatusEffectContainerComponent, Content.Shared.Eye.Blinding.Systems.GetBlurEvent>(RelayStatusEffectEvent); // Offbrand
SubscribeLocalEvent<StatusEffectContainerComponent, Content.Shared.Eye.Blinding.Systems.CanSeeAttemptEvent>(RelayStatusEffectEvent); // Offbrand
SubscribeLocalEvent<StatusEffectContainerComponent, Content.Shared.IdentityManagement.Components.SeeIdentityAttemptEvent>(RelayStatusEffectEvent); // Offbrand
SubscribeLocalEvent<StatusEffectContainerComponent, Content.Shared.Movement.Pulling.Events.PullStartedMessage>(RelayStatusEffectEvent); // Offbrand
SubscribeLocalEvent<StatusEffectContainerComponent, Content.Shared.Movement.Pulling.Events.PullStoppedMessage>(RelayStatusEffectEvent); // Offbrand
SubscribeLocalEvent<StatusEffectContainerComponent, Content.Shared.Weapons.Ranged.Events.SelfBeforeGunShotEvent>(RelayStatusEffectEvent); // Offbrand
SubscribeLocalEvent<StatusEffectContainerComponent, Content.Shared.Chemistry.Hypospray.Events.SelfBeforeHyposprayInjectsEvent>(RelayStatusEffectEvent); // Offbrand
SubscribeLocalEvent<StatusEffectContainerComponent, Content.Shared.Damage.DamageChangedEvent>(RelayStatusEffectEvent); // Offbrand
SubscribeLocalEvent<StatusEffectContainerComponent, Content.Shared.Examine.ExaminedEvent>(RelayStatusEffectEvent); // Offbrand
SubscribeLocalEvent<StatusEffectContainerComponent, Content.Shared.Verbs.GetVerbsEvent<Content.Shared.Verbs.AlternativeVerb>>(RelayStatusEffectEvent); // Offbrand
}
private void RefRelayStatusEffectEvent<T>(EntityUid uid, StatusEffectContainerComponent component, ref T args) where T : struct