* Update vomit organ smite to not use Component.owner
* is this what you want...?
* am I winning, dad?
* update the comment
* we love entity<t>
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Co-authored-by: plykiya <plykiya@protonmail.com>
* Added localization of groups and types: damage, metabolism (displayed in the guide book). The text for the health analyzer, weapon damage inspection is now taken from damage prototypes
* fix damage tests
* fix damage test yml
* fix damage test prototypes
* Update Content.Shared/Damage/Prototypes/DamageGroupPrototype.cs
* Update Content.Shared/Damage/Prototypes/DamageTypePrototype.cs
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Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Fix test
* Kill float accumulators
* Use entity proxy methods
* DataField auto name generation where possible
* Kill comp properties
* Clean up server comps
* Make events record structs
* Clean up shared body code
* Clean up server body code
* Rename organ events to be same names as in med refactor
* Moving Gibbing rework out from medrefactor into it's own PR
* Re-enabled warning for missing gibbable on TryGibEntity
* Implemented better logic for gibbing failover and better logging
* Allowing audio params and drop scattering customization per component. Created UnGibbable organ base types and made brains ungibbable.
Removed delete brain from gibBody function. Artifact crusher does not destroy brains anymore. It only destroyed brains before not other organs which was wierd.
* Update Content.Shared/Body/Systems/SharedBodySystem.Body.cs
Fixing space for multiplication
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Added event raised when attempting to gib contained entities to allow modification of allowed and excluded container ids
* removing audioParams var from component (sound specifier includes it)
* Fixing signature
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Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Fix gibbing & body system
Makes it so that bodies no longer have two sets of torso organs and that gibbed bodies get spread around on the floor again.
* Actually fix the double torso problem
* rootSlot in cameFrom
* Remove SetCoordinates inside GibBody()
* Don't use entity.RandomOffset() in GibBody()
* Gibbing now uses _random.NextVector2()
* im good at atomizing. welcome to half-finished chem guides.
* wagh
* e
* save work
* aa
* woweee UI
* finishing the last of it
* don't actually update the engine :(
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Co-authored-by: moonheart08 <moonheart08@users.noreply.github.com>