Files
tbd-station-14/Content.Server/Chemistry/EntitySystems/ChemistrySystem.cs
Jezithyr eeb5b17b34 Mobstate Refactor (#13389)
Refactors mobstate and moves mob health thresholds to their own component

Co-authored-by: DrSmugleaf <drsmugleaf@gmail.com>
2023-01-13 16:57:10 -08:00

34 lines
1.4 KiB
C#

using Content.Server.Administration.Logs;
using Content.Server.Body.Systems;
using Content.Server.DoAfter;
using Content.Server.Interaction;
using Content.Server.Popups;
using Content.Shared.CombatMode;
using Content.Shared.Chemistry;
using Content.Shared.Mobs.Systems;
namespace Content.Server.Chemistry.EntitySystems;
public sealed partial class ChemistrySystem : EntitySystem
{
[Dependency] private readonly IAdminLogManager _adminLogger = default!;
[Dependency] private readonly IEntityManager _entMan = default!;
[Dependency] private readonly InteractionSystem _interaction = default!;
[Dependency] private readonly BloodstreamSystem _blood = default!;
[Dependency] private readonly DoAfterSystem _doAfter = default!;
[Dependency] private readonly PopupSystem _popup = default!;
[Dependency] private readonly ReactiveSystem _reactiveSystem = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly MobStateSystem _mobState = default!;
[Dependency] private readonly SharedCombatModeSystem _combat = default!;
[Dependency] private readonly SolutionContainerSystem _solutions = default!;
public override void Initialize()
{
// Why ChemMaster duplicates reagentdispenser nobody knows.
InitializeHypospray();
InitializeInjector();
InitializeMixing();
}
}