CatStation/Content.Shared/Chemistry/EntitySystems
Nikovnik 0e76d4e5ed
Metabolizing bloodstream (#35071)
* merged chemical into bloodstream

* changed injectable to bloodstream

* separated bleeding and direct blood removal

* removed blood gain from protein

* reduced blood gain from saline

* rejuvenating fills to reference volume

* fixed blood regulation

* red mead requires stirring to make

* reverted accidental line deletion

* cleared the skeletons from the closet

* additional routing

* field rename for xeno

* removed mention of chemstream and field rename for asteroid mobs

* minor optimizations

* Revert "reduced blood gain from saline"

This reverts commit de26fd1c0d99f3019fe7dd1451a50230cc90f058.

* Revert "removed blood gain from protein"

This reverts commit 7a1648caf39fe26406db73c2a5afa389b82c612f.

* removed unused component fetch

* dead check mini refactor

* eventized blood exclusion

* quick fix

* Pain

* Commit of doom

* COMMIT

* renamed bloodMaxFactor to MaxVolumeFactor

* addressed floating point error

* returned vomiting chemicals

* blood reagent always skips the flush

* no need to mention blood reagent

* fixed passing blood flush

* adadsafasfasfassfasf

* whoops

* merge fixed injectors

* Revert "adadsafasfasfassfasf"

This reverts commit 0a5313a68dd6484d36d28d08930c76851b72ae38.

* simplify reagent removal

* enabled foreign blood transfusion

* Revert "COMMIT"

This reverts commit 19abd679cd7761ebd47bb242bd644176a3006a42.

* simplified reagent removal when modifying blood level

* removed misleading coment since the changes

* documented MetabolismExclusionEvent

* fixed negative negative modification of blood level

* fixed hypervolemia not normalizing

* constrainted blood modification

* returned bloodpack stop on fully healed

* forgot to stage this

* band aid for diona blood

* swapping GetReagent with GetPrototype

* optimize blood filtering

* multiplicative multi reagent blood level calculation

* removed unused stuff

* optimized blood calculation a tiny bit

* added per reagent blood regulation

* optimized (referenceVolume + bloodReagents) into referenceSolution

* polished coded to proper function

* forgot to stage rootable system change

* clean up, unnecessary GetBloodLevel call

* rename method name to TryAddToBloodstream instead of Chemicals

* placed overfill safety

* cleanup and final touches

* final touch

---------

Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
2025-12-17 19:21:16 +00:00
..
HypospraySystem.cs Add doafter to filling the hypopen (#40538) 2025-10-21 22:05:44 +00:00
ReactiveContainerSystem.cs [#20285 fix] Carp Plush and Rehydratables can now be put into mop bucket (#33079) 2024-10-31 19:46:19 +01:00
RehydratableSystem.cs Add admin logs to Rehydration comp. (#30597) 2024-08-09 16:24:19 +10:00
ScoopableSolutionSystem.cs Add doafter to filling the hypopen (#40538) 2025-10-21 22:05:44 +00:00
SharedInjectorSystem.cs Metabolizing bloodstream (#35071) 2025-12-17 19:21:16 +00:00
SharedSolutionContainerMixerSystem.cs Decouple interactions from hands, cleanup old events, add new fears (#28393) 2024-05-31 13:26:19 -07:00
SharedSolutionContainerSystem.Capabilities.cs Move solution examine subscription from DrinkComponent to ExaminableSolutionComponent (#39362) 2025-08-06 09:11:19 -07:00
SharedSolutionContainerSystem.cs Bandaid solution name setter events (#41400) 2025-11-12 10:24:24 +00:00
SharedSolutionContainerSystem.Relays.cs Revert 'Revert 'Solution Entities'' (#23168) 2023-12-29 08:47:43 -04:00
SolutionPurgeSystem.cs Make mopping predicted (and some other stuff) (#38749) 2025-07-09 05:17:55 +02:00
SolutionRegenerationSystem.cs Make mopping predicted (and some other stuff) (#38749) 2025-07-09 05:17:55 +02:00
SolutionSpikerSystem.cs Fixes debug assertion thrown when spiking with pills (#34813) 2025-02-02 20:38:34 +01:00
SolutionTransferSystem.cs Add doafter to filling the hypopen (#40538) 2025-10-21 22:05:44 +00:00