* 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
96 lines
6.8 KiB
C#
96 lines
6.8 KiB
C#
using Content.Shared.Movement.Events;
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using Content.Shared.Movement.Systems;
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using Content.Shared.Rejuvenate;
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using Content.Shared.Speech;
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using Content.Shared.StatusEffectNew.Components;
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using Content.Shared.Stunnable;
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using Robust.Shared.Player;
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namespace Content.Shared.StatusEffectNew;
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public sealed partial class StatusEffectsSystem
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{
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private void InitializeRelay()
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{
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SubscribeLocalEvent<StatusEffectContainerComponent, LocalPlayerAttachedEvent>(RelayStatusEffectEvent);
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SubscribeLocalEvent<StatusEffectContainerComponent, LocalPlayerDetachedEvent>(RelayStatusEffectEvent);
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// SubscribeLocalEvent<StatusEffectContainerComponent, RejuvenateEvent>(RelayStatusEffectEvent); // Offbrand
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SubscribeLocalEvent<StatusEffectContainerComponent, RefreshMovementSpeedModifiersEvent>(RelayStatusEffectEvent);
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SubscribeLocalEvent<StatusEffectContainerComponent, UpdateCanMoveEvent>(RelayStatusEffectEvent);
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SubscribeLocalEvent<StatusEffectContainerComponent, RefreshFrictionModifiersEvent>(RefRelayStatusEffectEvent);
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SubscribeLocalEvent<StatusEffectContainerComponent, TileFrictionEvent>(RefRelayStatusEffectEvent);
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SubscribeLocalEvent<StatusEffectContainerComponent, StandUpAttemptEvent>(RefRelayStatusEffectEvent);
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SubscribeLocalEvent<StatusEffectContainerComponent, StunEndAttemptEvent>(RefRelayStatusEffectEvent);
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SubscribeLocalEvent<StatusEffectContainerComponent, AccentGetEvent>(RelayStatusEffectEvent);
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SubscribeLocalEvent<StatusEffectContainerComponent, Content.Shared._Offbrand.Wounds.WoundGetDamageEvent>(RefRelayStatusEffectEvent); // Offbrand
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SubscribeLocalEvent<StatusEffectContainerComponent, Content.Shared._Offbrand.Wounds.GetWoundsWithSpaceEvent>(RefRelayStatusEffectEvent); // Offbrand
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SubscribeLocalEvent<StatusEffectContainerComponent, Content.Shared._Offbrand.Wounds.GetPainEvent>(RefRelayStatusEffectEvent); // Offbrand
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SubscribeLocalEvent<StatusEffectContainerComponent, Content.Shared._Offbrand.Wounds.GetStrainEvent>(RefRelayStatusEffectEvent); // Offbrand
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SubscribeLocalEvent<StatusEffectContainerComponent, Content.Shared._Offbrand.Wounds.HealWoundsEvent>(RefRelayStatusEffectEvent); // Offbrand
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SubscribeLocalEvent<StatusEffectContainerComponent, Content.Shared._Offbrand.Wounds.GetBleedLevelEvent>(RefRelayStatusEffectEvent); // Offbrand
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SubscribeLocalEvent<StatusEffectContainerComponent, Content.Shared._Offbrand.Wounds.PainSuppressionEvent>(RefRelayStatusEffectEvent); // Offbrand
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SubscribeLocalEvent<StatusEffectContainerComponent, Content.Shared._Offbrand.Wounds.BeforeDealBrainDamage>(RefRelayStatusEffectEvent); // Offbrand
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SubscribeLocalEvent<StatusEffectContainerComponent, Content.Shared._Offbrand.Wounds.BeforeDepleteBrainOxygen>(RefRelayStatusEffectEvent); // Offbrand
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SubscribeLocalEvent<StatusEffectContainerComponent, Content.Shared._Offbrand.Wounds.BeforeHealBrainDamage>(RefRelayStatusEffectEvent); // Offbrand
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SubscribeLocalEvent<StatusEffectContainerComponent, Content.Shared._Offbrand.Wounds.GetOxygenationModifier>(RefRelayStatusEffectEvent); // Offbrand
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SubscribeLocalEvent<StatusEffectContainerComponent, Content.Shared._Offbrand.Wounds.GetStoppedCirculationModifier>(RefRelayStatusEffectEvent); // Offbrand
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SubscribeLocalEvent<StatusEffectContainerComponent, Content.Shared._Offbrand.Weapons.RelayedGetMeleeDamageEvent>(RefRelayStatusEffectEvent); // Offbrand
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SubscribeLocalEvent<StatusEffectContainerComponent, Content.Shared._Offbrand.Weapons.RelayedGetMeleeAttackRateEvent>(RefRelayStatusEffectEvent); // Offbrand
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SubscribeLocalEvent<StatusEffectContainerComponent, Content.Shared._Offbrand.Weapons.RelayedGunRefreshModifiersEvent>(RefRelayStatusEffectEvent); // Offbrand
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SubscribeLocalEvent<StatusEffectContainerComponent, Content.Shared.Damage.ModifySlowOnDamageSpeedEvent>(RefRelayStatusEffectEvent); // Offbrand
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SubscribeLocalEvent<StatusEffectContainerComponent, Content.Shared.Eye.Blinding.Systems.GetBlurEvent>(RelayStatusEffectEvent); // Offbrand
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SubscribeLocalEvent<StatusEffectContainerComponent, Content.Shared.Eye.Blinding.Systems.CanSeeAttemptEvent>(RelayStatusEffectEvent); // Offbrand
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SubscribeLocalEvent<StatusEffectContainerComponent, Content.Shared.IdentityManagement.Components.SeeIdentityAttemptEvent>(RelayStatusEffectEvent); // Offbrand
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SubscribeLocalEvent<StatusEffectContainerComponent, Content.Shared.Movement.Pulling.Events.PullStartedMessage>(RelayStatusEffectEvent); // Offbrand
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SubscribeLocalEvent<StatusEffectContainerComponent, Content.Shared.Movement.Pulling.Events.PullStoppedMessage>(RelayStatusEffectEvent); // Offbrand
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SubscribeLocalEvent<StatusEffectContainerComponent, Content.Shared.Weapons.Ranged.Events.SelfBeforeGunShotEvent>(RelayStatusEffectEvent); // Offbrand
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SubscribeLocalEvent<StatusEffectContainerComponent, Content.Shared.Chemistry.Hypospray.Events.SelfBeforeHyposprayInjectsEvent>(RelayStatusEffectEvent); // Offbrand
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SubscribeLocalEvent<StatusEffectContainerComponent, Content.Shared.Damage.DamageChangedEvent>(RelayStatusEffectEvent); // Offbrand
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SubscribeLocalEvent<StatusEffectContainerComponent, Content.Shared.Examine.ExaminedEvent>(RelayStatusEffectEvent); // Offbrand
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SubscribeLocalEvent<StatusEffectContainerComponent, Content.Shared.Verbs.GetVerbsEvent<Content.Shared.Verbs.AlternativeVerb>>(RelayStatusEffectEvent); // Offbrand
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}
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private void RefRelayStatusEffectEvent<T>(EntityUid uid, StatusEffectContainerComponent component, ref T args) where T : struct
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{
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RelayEvent((uid, component), ref args);
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}
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private void RelayStatusEffectEvent<T>(EntityUid uid, StatusEffectContainerComponent component, T args) where T : class
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{
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RelayEvent((uid, component), args);
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}
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public void RelayEvent<T>(Entity<StatusEffectContainerComponent> statusEffect, ref T args) where T : struct
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{
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// this copies the by-ref event if it is a struct
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var ev = new StatusEffectRelayedEvent<T>(args);
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foreach (var activeEffect in statusEffect.Comp.ActiveStatusEffects?.ContainedEntities ?? [])
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{
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RaiseLocalEvent(activeEffect, ref ev);
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}
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// and now we copy it back
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args = ev.Args;
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}
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public void RelayEvent<T>(Entity<StatusEffectContainerComponent> statusEffect, T args) where T : class
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{
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// this copies the by-ref event if it is a struct
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var ev = new StatusEffectRelayedEvent<T>(args);
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foreach (var activeEffect in statusEffect.Comp.ActiveStatusEffects?.ContainedEntities ?? [])
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{
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RaiseLocalEvent(activeEffect, ref ev);
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}
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}
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}
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/// <summary>
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/// Event wrapper for relayed events.
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/// </summary>
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[ByRefEvent]
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public record struct StatusEffectRelayedEvent<TEvent>(TEvent Args);
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