* Disease system first pass * Renamed HealthChange * First working version of diseases (wtf???) * Fix the cursed yaml initialization * Pop-Up effect * Generic status effect * Create copy of prototype * CureDiseaseEffect * Disease resistance * Spaceacillin * Nerf spaceacillin now that we know it works * Sneezing, Coughing, Snoughing * Fix queuing, prevent future issues * Disease protection * Disease outbreak event * Disease Reagent Cure * Chem cause disease effect * Disease artifacts * Try infect when interacting with diseased * Diseases don't have to be infectious * Talking without a mask does a snough * Temperature cure * Bedrest * DiseaseAdjustReagent * Tweak how disease statuses work to be a bit less shit * A few more diseases * Natural immunity (can't get the same disease twice) * Polished up some diseases, touched up spaceacillin production * Rebalanced transmission * Edit a few diseases, make disease cures support a minimum value * Nitrile gloves, more disease protection sources * Health scanner shows diseased status * Clean up disease system * Traitor item * Mouth swabs * Disease diagnoser machine * Support for clean samples * Vaccines + fixes * Pass on disease resistant clothes * More work on non-infectious diseases & vaccines * Handle dead bodies * Added the relatively CBT visualizer * Pass over diseases and their populators * Comment stuff * Readability cleanup * Add printing sound to diagnoser, fix printing bug * vaccinator sound, seal up some classes * Make disease protection equip detection not shit (thanks whoever wrote addaccentcomponent) * Mirror review * More review stuff * More mirror review stuff * Refactor snoughing * Redid report creator * Fix snough messages, new vaccinator sound * Mirror review naming * Woops, forgot the artifact * Add recipes and fills * Rebalance space cold and robovirus * Give lizarb disease interaction stuff * Tweak some stuff and move things around * Add diseases to mice (since animal vectors are interesting and can be used to make vaccines) * Remove unused reagent
41 lines
1.4 KiB
C#
41 lines
1.4 KiB
C#
using System.Text.Json.Serialization;
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using Content.Shared.Chemistry.Reagent;
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using Content.Shared.Damage;
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using Content.Shared.FixedPoint;
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using JetBrains.Annotations;
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namespace Content.Server.Chemistry.ReagentEffects
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{
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/// <summary>
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/// Default metabolism for medicine reagents.
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/// </summary>
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[UsedImplicitly]
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public sealed class HealthChange : ReagentEffect
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{
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/// <summary>
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/// Damage to apply every metabolism cycle. Damage Ignores resistances.
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/// </summary>
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[JsonPropertyName("damage")]
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[DataField("damage", required: true)]
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public DamageSpecifier Damage = default!;
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/// <summary>
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/// Should this effect scale the damage by the amount of chemical in the solution?
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/// Useful for touch reactions, like styptic powder or acid.
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/// </summary>
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[JsonPropertyName("scaleByQuantity")]
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[DataField("scaleByQuantity")]
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public bool ScaleByQuantity = false;
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[DataField("ignoreResistances")]
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[JsonPropertyName("ignoreResistances")]
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public bool IgnoreResistances = true;
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public override void Effect(ReagentEffectArgs args)
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{
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var scale = ScaleByQuantity ? args.Quantity : FixedPoint2.New(1);
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EntitySystem.Get<DamageableSystem>().TryChangeDamage(args.SolutionEntity, Damage * scale, IgnoreResistances);
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}
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}
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}
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