diff --git a/Content.Server/Body/Systems/BloodstreamSystem.cs b/Content.Server/Body/Systems/BloodstreamSystem.cs index 39403288e9..ddc32ab015 100644 --- a/Content.Server/Body/Systems/BloodstreamSystem.cs +++ b/Content.Server/Body/Systems/BloodstreamSystem.cs @@ -10,16 +10,16 @@ using Content.Shared.Chemistry.EntitySystems; using Content.Shared.Chemistry.Reaction; using Content.Shared.Damage; using Content.Shared.Damage.Prototypes; +using Content.Shared.Drunk; using Content.Shared.FixedPoint; using Content.Shared.IdentityManagement; -using Content.Shared.Popups; -using Content.Shared.Drunk; using Content.Shared.Mobs.Systems; +using Content.Shared.Popups; using Content.Shared.Rejuvenate; +using Content.Shared.Speech.EntitySystems; using Robust.Server.GameObjects; using Robust.Shared.Prototypes; using Robust.Shared.Random; -using Content.Shared.Speech.EntitySystems; namespace Content.Server.Body.Systems; @@ -114,7 +114,7 @@ public sealed class BloodstreamSystem : EntitySystem // bloodloss damage is based on the base value, and modified by how low your blood level is. var amt = bloodstream.BloodlossDamage / (0.1f + bloodPercentage); - _damageableSystem.TryChangeDamage(uid, amt, true, false); + _damageableSystem.TryChangeDamage(uid, amt, false, false); // Apply dizziness as a symptom of bloodloss. // The effect is applied in a way that it will never be cleared without being healthy. diff --git a/Content.Server/Body/Systems/RespiratorSystem.cs b/Content.Server/Body/Systems/RespiratorSystem.cs index 58f803acdc..3fa8f59a1d 100644 --- a/Content.Server/Body/Systems/RespiratorSystem.cs +++ b/Content.Server/Body/Systems/RespiratorSystem.cs @@ -160,7 +160,7 @@ namespace Content.Server.Body.Systems _alertsSystem.ShowAlert(uid, AlertType.LowOxygen); } - _damageableSys.TryChangeDamage(uid, respirator.Damage, true, false); + _damageableSys.TryChangeDamage(uid, respirator.Damage, false, false); } private void StopSuffocation(EntityUid uid, RespiratorComponent respirator) @@ -170,7 +170,7 @@ namespace Content.Server.Body.Systems _alertsSystem.ClearAlert(uid, AlertType.LowOxygen); - _damageableSys.TryChangeDamage(uid, respirator.DamageRecovery, true); + _damageableSys.TryChangeDamage(uid, respirator.DamageRecovery); } public void UpdateSaturation(EntityUid uid, float amount,