* Adds barotrauma, disables it for now * At least show status effect, but don't damage the mobs * Fix switch misuse
30 lines
732 B
C#
30 lines
732 B
C#
using Content.Server.GameObjects.Components.Atmos;
|
|
using JetBrains.Annotations;
|
|
using Robust.Shared.GameObjects.Systems;
|
|
|
|
namespace Content.Server.GameObjects.EntitySystems
|
|
{
|
|
[UsedImplicitly]
|
|
public class BarotraumaSystem : EntitySystem
|
|
{
|
|
private const float TimePerUpdate = 0.5f;
|
|
|
|
private float _timer = 0f;
|
|
|
|
/// <inheritdoc />
|
|
public override void Update(float frameTime)
|
|
{
|
|
_timer += frameTime;
|
|
|
|
if (_timer < TimePerUpdate) return;
|
|
|
|
_timer = 0f;
|
|
|
|
foreach (var barotraumaComp in ComponentManager.EntityQuery<BarotraumaComponent>())
|
|
{
|
|
barotraumaComp.Update(frameTime);
|
|
}
|
|
}
|
|
}
|
|
}
|