Refactors mobstate and moves mob health thresholds to their own component Co-authored-by: DrSmugleaf <drsmugleaf@gmail.com>
34 lines
1.4 KiB
C#
34 lines
1.4 KiB
C#
using Content.Server.Administration.Logs;
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using Content.Server.Body.Systems;
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using Content.Server.DoAfter;
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using Content.Server.Interaction;
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using Content.Server.Popups;
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using Content.Shared.CombatMode;
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using Content.Shared.Chemistry;
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using Content.Shared.Mobs.Systems;
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namespace Content.Server.Chemistry.EntitySystems;
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public sealed partial class ChemistrySystem : EntitySystem
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{
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[Dependency] private readonly IAdminLogManager _adminLogger = default!;
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[Dependency] private readonly IEntityManager _entMan = default!;
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[Dependency] private readonly InteractionSystem _interaction = default!;
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[Dependency] private readonly BloodstreamSystem _blood = default!;
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[Dependency] private readonly DoAfterSystem _doAfter = default!;
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[Dependency] private readonly PopupSystem _popup = default!;
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[Dependency] private readonly ReactiveSystem _reactiveSystem = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly MobStateSystem _mobState = default!;
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[Dependency] private readonly SharedCombatModeSystem _combat = default!;
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[Dependency] private readonly SolutionContainerSystem _solutions = default!;
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public override void Initialize()
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{
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// Why ChemMaster duplicates reagentdispenser nobody knows.
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InitializeHypospray();
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InitializeInjector();
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InitializeMixing();
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}
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}
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