CatStation/Content.Shared/EntityEffects/Effects/Body/SpillBloodstreamEntityEffectSystem.cs
AndrewFenriz 53e29ab962
Move admin smites to prototypes (#45550)
* Add prototype-backed admin verb framework

* Add reusable admin verb operations

* Add smite-specific admin operations

* Migrate admin smites to prototypes

* More docs for god of docs

* We dont have prediction here, so...

* Final cleanup

* Fix adminSmite

* Add segment display control

* Add generic thermoregulator

* Add thermobath systems

* Replace hotplate with thermobath

* Refine thermobath layout

* move simple smites to effects

* move comps to effects

* move add action to effect

* move add mind role to effect

* move add user interfaces to effect

* move godmode to effect

* move eye zoom to effect

* move speed swap to effect

* move spill bloodstream to effect

* move remove organs to effect

* move cream pie to effect

* move slip to effect

* fix server effect usings

* move homing rod to effect

* move locker stuff to effect

* move tabletop dimension to effect

* move pinball to effect

* move yeet to effect

* move silicon laws to effect

* move ghost kick to effect

* remove admin operations

* revert sht

* remove BOM

* use admin verb prototypes for smites

* add heart attack smite prototype

* docs update

* fix AdminSmiteVomitOrgans

* split and move to shared

* move to shared

* move to shared and predict

* PredictedQueueDel

* fix Popup

* fix HomingRod

* port DeleteEntityEntityEffectSystem

* fix StuffIntoLockerEntityEffectSystem

* upd

* fix eye

* fix movement

* fix!!

* fix and doc

* Add admin verb category prototype

* upd AdminVerbPrototype

* split verbs

* SuperSuperSuperBonk

* Update PopupMessageEntityEffectSystem.cs

* fields

---------

Co-authored-by: Pok245 <113675512+Pok27@users.noreply.github.com>
2026-09-18 19:01:16 +00:00

21 lines
778 B
C#

using Content.Shared.Body.Components;
using Content.Shared.Body.Systems;
namespace Content.Shared.EntityEffects.Effects.Body;
/// <summary>
/// Spills all bloodstream solutions from this entity.
/// </summary>
/// <inheritdoc cref="EntityEffectSystem{T, TEffect}"/>
public sealed partial class SpillBloodstreamEntityEffectSystem : EntityEffectSystem<BloodstreamComponent, SpillBloodstream>
{
[Dependency] private BloodstreamSystem _bloodstream = default!;
protected override void Effect(Entity<BloodstreamComponent> entity, ref EntityEffectEvent<SpillBloodstream> args)
{
_bloodstream.SpillAllSolutions(entity.AsNullable());
}
}
/// <inheritdoc cref="EntityEffect"/>
public sealed partial class SpillBloodstream : EntityEffectBase<SpillBloodstream>;