# Conflicts: # .github/CODEOWNERS # .github/workflows/publish.yml # Content.Client/Administration/UI/BanPanel/BanPanel.xaml # Content.Client/Administration/UI/BanPanel/BanPanel.xaml.cs # Content.Client/Administration/UI/Tabs/PlayerTab/PlayerTabEntry.xaml.cs # Content.Client/Entry/EntryPoint.cs # Content.Client/Hands/Systems/HandsSystem.cs # Content.Client/Humanoid/HumanoidAppearanceSystem.cs # Content.Client/Humanoid/SingleMarkingPicker.xaml.cs # Content.Client/IoC/ClientContentIoC.cs # Content.Client/Lobby/LobbyState.cs # Content.Client/Lobby/UI/HumanoidProfileEditor.xaml.cs # Content.Client/Lobby/UI/Loadouts/LoadoutGroupContainer.xaml.cs # Content.Client/Lobby/UI/LobbyGui.xaml # Content.Client/NetworkConfigurator/NetworkConfiguratorConfigurationMenu.xaml # Content.Client/Options/UI/EscapeMenu.xaml # Content.Client/Stealth/StealthSystem.cs # Content.Client/SurveillanceCamera/UI/SurveillanceCameraMonitorWindow.xaml.cs # Content.Client/UserInterface/Systems/Chat/Widgets/ChatBox.xaml.cs # Content.Client/UserInterface/Systems/Emotes/EmotesUIController.cs # Content.Client/Weapons/Ranged/Systems/GunSystem.cs # Content.IntegrationTests/Tests/Commands/SuicideCommandTests.cs # Content.IntegrationTests/Tests/Damageable/DamageableTest.cs # Content.IntegrationTests/Tests/PostMapInitTest.cs # Content.Server/Administration/Commands/AdminWhoCommand.cs # Content.Server/Administration/Commands/PardonCommand.cs # Content.Server/Administration/Commands/RoleUnbanCommand.cs # Content.Server/Administration/Commands/SetOutfitCommand.cs # Content.Server/Administration/Systems/AdminVerbSystem.Antags.cs # Content.Server/Administration/Systems/AdminVerbSystem.Smites.cs # Content.Server/AlertLevel/Commands/SetAlertLevelCommand.cs # Content.Server/Body/Components/BloodstreamComponent.cs # Content.Server/Body/Systems/BloodstreamSystem.cs # Content.Server/Body/Systems/MetabolizerSystem.cs # Content.Server/Body/Systems/RespiratorSystem.cs # Content.Server/Chat/Managers/ChatSanitizationManager.cs # Content.Server/Chat/Systems/ChatSystem.Emote.cs # Content.Server/Chat/Systems/ChatSystem.cs # Content.Server/CrewManifest/CrewManifestSystem.cs # Content.Server/Emp/EmpSystem.cs # Content.Server/Explosion/EntitySystems/TriggerSystem.cs # Content.Server/Fax/FaxSystem.cs # Content.Server/Fluids/EntitySystems/AbsorbentSystem.cs # Content.Server/GameTicking/Commands/ForceMapCommand.cs # Content.Server/GameTicking/Commands/ForcePresetCommand.cs # Content.Server/GameTicking/Presets/GamePresetPrototype.cs # Content.Server/GameTicking/Rules/ChangelingRuleSystem.cs # Content.Server/GameTicking/Rules/Components/ChangelingRuleComponent.cs # Content.Server/GameTicking/Rules/NukeopsRuleSystem.cs # Content.Server/Ghost/Roles/GhostRoleSystem.cs # Content.Server/Implants/Components/ScramImplantComponent.cs # Content.Server/Implants/SubdermalImplantSystem.cs # Content.Server/Materials/ProduceMaterialExtractorSystem.cs # Content.Server/Medical/HealthAnalyzerSystem.cs # Content.Server/NPC/Systems/NPCCombatSystem.Ranged.cs # Content.Server/NPC/Systems/NPCSystem.cs # Content.Server/Polymorph/Systems/PolymorphSystem.cs # Content.Server/Radio/EntitySystems/HeadsetSystem.cs # Content.Server/Repairable/RepairableSystem.cs # Content.Server/Revenant/EntitySystems/RevenantSystem.cs # Content.Server/RoundEnd/RoundEndSystem.cs # Content.Server/Shuttles/Systems/EmergencyShuttleSystem.cs # Content.Server/Speech/EntitySystems/FrenchAccentSystem.cs # Content.Server/Speech/EntitySystems/FrontalLispSystem.cs # Content.Server/Speech/EntitySystems/LizardAccentSystem.cs # Content.Server/Speech/EntitySystems/MothAccentSystem.cs # Content.Server/Speech/EntitySystems/OwOAccentSystem.cs # Content.Server/Station/Systems/StationSpawningSystem.cs # Content.Server/StationEvents/Events/MeteorSwarmSystem.cs # Content.Server/Stunnable/Components/StunOnCollideComponent.cs # Content.Server/SurveillanceCamera/Components/SurveillanceCameraRouterComponent.cs # Content.Server/Weapons/Ranged/Systems/GunSystem.Cartridges.cs # Content.Server/Zombies/ZombieSystem.Transform.cs # Content.Server/Zombies/ZombieSystem.cs # Content.Shared/Actions/SharedActionsSystem.cs # Content.Shared/Bed/SharedBedSystem.cs # Content.Shared/Blocking/BlockingSystem.cs # Content.Shared/Body/Systems/SharedBodySystem.Parts.cs # Content.Shared/Chemistry/Components/SolutionRegenerationComponent.cs # Content.Shared/Chemistry/EntitySystems/HypospraySystem.cs # Content.Shared/Construction/Conditions/TileNotBlocked.cs # Content.Shared/Cuffs/SharedCuffableSystem.cs # Content.Shared/Doors/Systems/SharedDoorSystem.cs # Content.Shared/Emoting/EmoteAttemptEvent.cs # Content.Shared/Eye/Blinding/Systems/BlindableSystem.cs # Content.Shared/Eye/VisibilityFlags.cs # Content.Shared/Hands/EntitySystems/SharedHandsSystem.Pickup.cs # Content.Shared/Humanoid/HumanoidCharacterAppearance.cs # Content.Shared/Interaction/SmartEquipSystem.cs # Content.Shared/Inventory/InventorySystem.Relay.cs # Content.Shared/Medical/Cryogenics/SharedCryoPodSystem.cs # Content.Shared/Medical/Healing/HealingSystem.cs # Content.Shared/Medical/HealingComponent.cs # Content.Shared/Nutrition/EntitySystems/FoodSystem.cs # Content.Shared/Slippery/SlipperySystem.cs # Content.Shared/SprayPainter/SharedSprayPainterSystem.cs # Content.Shared/Standing/StandingStateComponent.cs # Content.Shared/Standing/StandingStateSystem.cs # Content.Shared/Station/SharedStationSpawningSystem.cs # Content.Shared/Stunnable/SharedStunSystem.cs # Content.Shared/SurveillanceCamera/SharedSurveillanceCameraMonitorSystem.cs # Content.Shared/VendingMachines/VendingMachineComponent.cs # Content.Shared/Warps/WarpPointSystem.cs # Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs # Content.Shared/Weapons/Ranged/Systems/SharedGunSystem.cs # Content.Shared/Wieldable/SharedWieldableSystem.cs # Resources/Audio/Ambience/Antag/attributions.yml # Resources/Audio/Ambience/Antag/changeling_start.ogg # Resources/Audio/Effects/attributions.yml # Resources/Audio/Lobby/attributions.yml # Resources/Audio/Machines/attributions.yml # Resources/Audio/Weapons/Guns/Gunshots/attributions.yml # Resources/Locale/en-US/_strings/administration/antag.ftl # Resources/Locale/en-US/_strings/administration/commands/camera.ftl # Resources/Locale/en-US/_strings/administration/commands/dsay-command.ftl # Resources/Locale/en-US/_strings/administration/commands/follow-command.ftl # Resources/Locale/en-US/_strings/administration/smites.ftl # Resources/Locale/en-US/_strings/administration/ui/admin-camera-window.ftl # Resources/Locale/en-US/_strings/administration/ui/role-bans.ftl # Resources/Locale/en-US/_strings/alerts/alerts.ftl # Resources/Locale/en-US/_strings/atmos/gas-pressure-regulator-system.ftl # Resources/Locale/en-US/_strings/bonk/components/bonkable-component.ftl # Resources/Locale/en-US/_strings/commands/add-body-part-command.ftl # Resources/Locale/en-US/_strings/commands/admin-logs-command.ftl # Resources/Locale/en-US/_strings/commands/admin-who-command.ftl # Resources/Locale/en-US/_strings/commands/asay-command.ftl # Resources/Locale/en-US/_strings/commands/crew-manifest-command.ftl # Resources/Locale/en-US/_strings/commands/deadmin-command.ftl # Resources/Locale/en-US/_strings/commands/delete-component-command.ftl # Resources/Locale/en-US/_strings/commands/destroy-mechanism-command.ftl # Resources/Locale/en-US/_strings/commands/dirty-command.ftl # Resources/Locale/en-US/_strings/commands/dsay-command.ftl # Resources/Locale/en-US/_strings/commands/dump-reagent-guide-text-command.ftl # Resources/Locale/en-US/_strings/commands/eye-commands.ftl # Resources/Locale/en-US/_strings/commands/follow-command.ftl # Resources/Locale/en-US/_strings/commands/force-map-command.ftl # Resources/Locale/en-US/_strings/commands/force-preset-command.ftl # Resources/Locale/en-US/_strings/commands/ghost-kick-command.ftl # Resources/Locale/en-US/_strings/commands/ghost-visibility-commands.ftl # Resources/Locale/en-US/_strings/commands/go-lobby-command.ftl # Resources/Locale/en-US/_strings/commands/grid-drag-command.ftl # Resources/Locale/en-US/_strings/commands/is-afk-command.ftl # Resources/Locale/en-US/_strings/commands/makesentient-command.ftl # Resources/Locale/en-US/_strings/commands/map-commands.ftl # Resources/Locale/en-US/_strings/commands/mapping-client-side-setup-command.ftl # Resources/Locale/en-US/_strings/commands/mappingclientsidesetup-command.ftl # Resources/Locale/en-US/_strings/commands/me-command.ftl # Resources/Locale/en-US/_strings/commands/mind-info-command.ftl # Resources/Locale/en-US/_strings/commands/node-vis-commands.ftl # Resources/Locale/en-US/_strings/commands/npc-command.ftl # Resources/Locale/en-US/_strings/commands/nukecodes-command.ftl # Resources/Locale/en-US/_strings/commands/ooc-command.ftl # Resources/Locale/en-US/_strings/commands/pardon-command.ftl # Resources/Locale/en-US/_strings/commands/powerstat-command.ftl # Resources/Locale/en-US/_strings/commands/promote-host-command.ftl # Resources/Locale/en-US/_strings/commands/radiation-command.ftl # Resources/Locale/en-US/_strings/commands/readmin-command.ftl # Resources/Locale/en-US/_strings/commands/remove-extra-components-command.ftl # Resources/Locale/en-US/_strings/commands/role-commands.ftl # Resources/Locale/en-US/_strings/commands/say-command.ftl # Resources/Locale/en-US/_strings/commands/set-battery-percent-command.ftl # Resources/Locale/en-US/_strings/commands/show-ambient-command.ftl # Resources/Locale/en-US/_strings/commands/show-gun-spread-command.ftl # Resources/Locale/en-US/_strings/commands/show-htn-command.ftl # Resources/Locale/en-US/_strings/commands/showrules-command.ftl # Resources/Locale/en-US/_strings/commands/spawn-entity-list-command.ftl # Resources/Locale/en-US/_strings/commands/start-singularity-command.ftl # Resources/Locale/en-US/_strings/commands/tile-pry-command.ftl # Resources/Locale/en-US/_strings/commands/toggle-decals-command.ftl # Resources/Locale/en-US/_strings/commands/toggle-disallow-late-join-command.ftl # Resources/Locale/en-US/_strings/commands/unlocknode-command.ftl # Resources/Locale/en-US/_strings/commands/whisper-command.ftl # Resources/Locale/en-US/_strings/components/gas-pressure-regulator-component.ftl # Resources/Locale/en-US/_strings/engineer-painter/engineer-painter.ftl # Resources/Locale/en-US/_strings/game-ticking/forcemap-command.ftl # Resources/Locale/en-US/_strings/interaction/interaction-popup-component.ftl # Resources/Locale/en-US/_strings/markings/vox_tattoos.ftl # Resources/Locale/en-US/_strings/materials/material-extractor.ftl # Resources/Locale/en-US/_strings/movement/eye.ftl # Resources/Locale/en-US/_strings/nutrition/components/food-component.ftl # Resources/Locale/en-US/_strings/nutrition/components/ingestion-system.ftl # Resources/Locale/en-US/_strings/nutrition/components/sealable-component.ftl # Resources/Locale/en-US/_strings/radiation/radiation-command.ftl # Resources/Locale/en-US/_strings/reagents/meta/physical-desc.ftl # Resources/Locale/en-US/_strings/research/technologies.ftl # Resources/Locale/en-US/_strings/seeds/seeds.ftl # Resources/Locale/en-US/_strings/weapons/grenades/timer-trigger.ftl # Resources/Locale/en-US/_strings/weapons/grenades/voice-trigger.ftl # Resources/Locale/en-US/commands/mapping-client-side-setup-command.ftl # Resources/Locale/en-US/recipes/tags.ftl # Resources/Maps/_Sunrise/Station/bagel.yml # Resources/Maps/_Sunrise/Station/barratry.yml # Resources/Maps/_Sunrise/Station/box.yml # Resources/Maps/_Sunrise/Station/fland.yml # Resources/Maps/_Sunrise/Station/marathon.yml # Resources/Maps/_Sunrise/Station/oasis.yml # Resources/Maps/_Sunrise/Station/packed.yml # Resources/Maps/_Sunrise/Station/plasma.yml # Resources/Maps/amber.yml # Resources/Maps/centcomm.yml # Resources/Prototypes/Catalog/Fills/Backpacks/duffelbag.yml # Resources/Prototypes/Catalog/Fills/Lockers/security.yml # Resources/Prototypes/Catalog/Fills/Lockers/service.yml # Resources/Prototypes/Catalog/Fills/Lockers/suit_storage.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/coffee.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/sustenance.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/winterdrobe.yml # Resources/Prototypes/Entities/Clothing/Belt/belts.yml # Resources/Prototypes/Entities/Clothing/Eyes/glasses.yml # Resources/Prototypes/Entities/Clothing/Eyes/hud.yml # Resources/Prototypes/Entities/Clothing/Head/hardsuit-helmets.yml # Resources/Prototypes/Entities/Clothing/Head/hats.yml # Resources/Prototypes/Entities/Clothing/Head/helmets.yml # Resources/Prototypes/Entities/Clothing/Head/hoods.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/armor.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/hardsuits.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/softsuits.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/suits.yml # Resources/Prototypes/Entities/Mobs/NPCs/animals.yml # Resources/Prototypes/Entities/Mobs/NPCs/carp.yml # Resources/Prototypes/Entities/Mobs/NPCs/pets.yml # Resources/Prototypes/Entities/Mobs/NPCs/revenant.yml # Resources/Prototypes/Entities/Mobs/Player/admin_ghost.yml # Resources/Prototypes/Entities/Mobs/Player/clone.yml # Resources/Prototypes/Entities/Mobs/Species/base.yml # Resources/Prototypes/Entities/Mobs/Species/dwarf.yml # Resources/Prototypes/Entities/Mobs/base.yml # Resources/Prototypes/Entities/Objects/Fun/pai.yml # Resources/Prototypes/Entities/Objects/Fun/toys.yml # Resources/Prototypes/Entities/Objects/Misc/subdermal_implants.yml # Resources/Prototypes/Entities/Objects/Shields/shields.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/healing.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/hypospray.yml # Resources/Prototypes/Entities/Objects/Tools/access_configurator.yml # Resources/Prototypes/Entities/Objects/Tools/matches.yml # Resources/Prototypes/Entities/Objects/Weapons/Bombs/plastic.yml # Resources/Prototypes/Entities/Objects/Weapons/Bombs/spider.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/caseless_rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/light_rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Projectiles/grenade.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Battery/battery_guns.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/projectiles.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Shotguns/shotguns.yml # Resources/Prototypes/Entities/Objects/Weapons/Melee/mining.yml # Resources/Prototypes/Entities/Objects/Weapons/Throwable/grenades.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/airlocks.yml # Resources/Prototypes/Entities/Structures/Doors/airlock_groups.yml # Resources/Prototypes/Entities/Structures/Furniture/beds.yml # Resources/Prototypes/Entities/Structures/Machines/vending_machines.yml # Resources/Prototypes/Entities/Structures/Power/debug_power.yml # Resources/Prototypes/Entities/Structures/Storage/Crates/crates.yml # Resources/Prototypes/Entities/Structures/Wallmounts/Misc/mirror.yml # Resources/Prototypes/GameRules/subgamemodes.yml # Resources/Prototypes/Reagents/Consumable/Drink/drinks.yml # Resources/Prototypes/Reagents/Consumable/Drink/soda.yml # Resources/Prototypes/Reagents/medicine.yml # Resources/Prototypes/Recipes/Lathes/Packs/tiles.yml # Resources/Prototypes/Recipes/Lathes/categories.yml # Resources/Prototypes/Recipes/Reactions/chemicals.yml # Resources/Prototypes/Roles/Antags/changeling.yml # Resources/Prototypes/name_identifier_groups.yml # Resources/Prototypes/tool_qualities.yml # Resources/ServerInfo/Guidebook/Antagonist/Zombies.xml # Resources/ServerInfo/Guidebook/Cargo/CargoBounties.xml # Resources/ServerInfo/Guidebook/Command.xml # Resources/ServerInfo/Guidebook/Glossary.xml # Resources/ServerInfo/Guidebook/NewPlayer/YourFirstCharacter.xml # Resources/ServerInfo/Guidebook/Science/Robotics.xml # Resources/ServerInfo/Guidebook/Science/ScannersAndVessels.xml # Resources/ServerInfo/Guidebook/Science/Science.xml # Resources/ServerInfo/Guidebook/SpaceStation14.xml # Resources/ServerInfo/Guidebook/Survival.xml # Resources/Textures/Clothing/Head/Hardsuits/atmospherics.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/capspace.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/cybersun.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/engineering-white.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/engineering-white.rsi/on-equipped-HELMET.png # Resources/Textures/Clothing/Head/Hardsuits/engineering.rsi/icon.png # Resources/Textures/Clothing/Head/Hardsuits/engineering.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/engineering.rsi/on-equipped-HELMET.png # Resources/Textures/Clothing/Head/Hardsuits/medical.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/rd.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/salvage.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/security.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/spatiohelm.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/syndicate.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/syndiecommander.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/syndieelite.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/wizard.rsi/meta.json # Resources/Textures/Clothing/Head/Helmets/atmos_firehelmet.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Armor/captain_carapace.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Armor/security.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/atmospherics.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/capspace.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/cybersun.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/engineering-white.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/engineering.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/medical.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/paramed.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/rd.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/salvage.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/security.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/spatio.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/syndicate.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/syndiecommander.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/syndieelite.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/wizard.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Suits/atmos_firesuit.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Suits/eva.rsi/meta.json # Resources/Textures/Interface/Misc/job_icons.rsi/meta.json # Resources/Textures/Objects/Misc/Lights/lampgreen.rsi/meta.json # Resources/Textures/Objects/Specific/Janitorial/janitorial_cart.rsi/meta.json # Resources/Textures/Objects/Tools/spray_painter.rsi/meta.json # Resources/Textures/Objects/Weapons/Melee/baseball_bat.rsi/meta.json # Resources/engineCommandPerms.yml # Resources/keybinds.yml # Resources/migration.yml
434 lines
18 KiB
C#
434 lines
18 KiB
C#
using Content.Server.Body.Systems;
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using Content.Server.Popups;
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using Content.Shared.Chemistry;
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using Content.Shared.Chemistry.Components;
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using Content.Shared.Chemistry.Components.SolutionManager;
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using Content.Shared.Chemistry.EntitySystems;
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using Content.Shared.Body.Components;
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using Content.Shared.Database;
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using Content.Shared.DoAfter;
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using Content.Shared.FixedPoint;
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using Content.Shared.Forensics;
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using Content.Shared.IdentityManagement;
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using Content.Shared.Interaction;
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using Content.Shared.Inventory;
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using Content.Shared.Mobs.Components;
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using Content.Shared.Stacks;
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using Content.Shared.Nutrition.EntitySystems;
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using Content.Shared.Tag;
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using Content.Shared.Popups;
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namespace Content.Server.Chemistry.EntitySystems;
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public sealed class InjectorSystem : SharedInjectorSystem
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{
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[Dependency] private readonly PopupSystem _popup = default!;
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[Dependency] private readonly InventorySystem _inventorySystem = default!;
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[Dependency] private readonly BloodstreamSystem _blood = default!;
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[Dependency] private readonly ReactiveSystem _reactiveSystem = default!;
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[Dependency] private readonly OpenableSystem _openable = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<InjectorComponent, InjectorDoAfterEvent>(OnInjectDoAfter);
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SubscribeLocalEvent<InjectorComponent, AfterInteractEvent>(OnInjectorAfterInteract);
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}
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private bool TryUseInjector(Entity<InjectorComponent> injector, EntityUid target, EntityUid user)
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{
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if (_inventorySystem.TryGetSlotEntity(target, "outerClothing", out var suit))
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{
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if (TryComp<TagComponent>(suit, out var tag) && tag.Tags.Contains("Hardsuit"))
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{
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_popup.PopupEntity(Loc.GetString("injector-component-failure-hardsuit"), target, user, PopupType.MediumCaution);
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return false;
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}
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}
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else if (TryComp<TagComponent>(target, out var tag) && tag.Tags.Contains("NoInjectable"))
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{
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_popup.PopupEntity(Loc.GetString("injector-component-failure-hardsuit"), target, user, PopupType.MediumCaution);
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return false;
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}
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var isOpenOrIgnored = injector.Comp.IgnoreClosed || !_openable.IsClosed(target);
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// Handle injecting/drawing for solutions
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if (injector.Comp.ToggleState == InjectorToggleMode.Inject)
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{
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if (isOpenOrIgnored && SolutionContainers.TryGetInjectableSolution(target, out var injectableSolution, out _))
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return TryInject(injector, target, injectableSolution.Value, user, false);
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if (isOpenOrIgnored && SolutionContainers.TryGetRefillableSolution(target, out var refillableSolution, out _))
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return TryInject(injector, target, refillableSolution.Value, user, true);
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if (TryComp<BloodstreamComponent>(target, out var bloodstream))
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return TryInjectIntoBloodstream(injector, (target, bloodstream), user);
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Popup.PopupEntity(Loc.GetString("injector-component-cannot-transfer-message",
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("target", Identity.Entity(target, EntityManager))), injector, user);
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return false;
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}
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if (injector.Comp.ToggleState == InjectorToggleMode.Draw)
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{
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// Draw from a bloodstream, if the target has that
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if (TryComp<BloodstreamComponent>(target, out var stream) &&
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SolutionContainers.ResolveSolution(target, stream.BloodSolutionName, ref stream.BloodSolution))
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{
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return TryDraw(injector, (target, stream), stream.BloodSolution.Value, user);
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}
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// Draw from an object (food, beaker, etc)
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if (isOpenOrIgnored && SolutionContainers.TryGetDrawableSolution(target, out var drawableSolution, out _))
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return TryDraw(injector, target, drawableSolution.Value, user);
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Popup.PopupEntity(Loc.GetString("injector-component-cannot-draw-message",
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("target", Identity.Entity(target, EntityManager))), injector.Owner, user);
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return false;
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}
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return false;
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}
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private void OnInjectDoAfter(Entity<InjectorComponent> entity, ref InjectorDoAfterEvent args)
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{
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if (args.Cancelled || args.Handled || args.Args.Target == null)
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return;
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args.Handled = TryUseInjector(entity, args.Args.Target.Value, args.Args.User);
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}
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private void OnInjectorAfterInteract(Entity<InjectorComponent> entity, ref AfterInteractEvent args)
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{
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if (args.Handled || !args.CanReach)
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return;
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//Make sure we have the attacking entity
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if (args.Target is not { Valid: true } target || !HasComp<SolutionContainerManagerComponent>(entity))
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return;
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|
|
// Is the target a mob? If yes, use a do-after to give them time to respond.
|
|
if (HasComp<MobStateComponent>(target) || HasComp<BloodstreamComponent>(target))
|
|
{
|
|
// Are use using an injector capable of targeting a mob?
|
|
if (entity.Comp.IgnoreMobs)
|
|
return;
|
|
|
|
InjectDoAfter(entity, target, args.User);
|
|
args.Handled = true;
|
|
return;
|
|
}
|
|
|
|
args.Handled = TryUseInjector(entity, target, args.User);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Send informative pop-up messages and wait for a do-after to complete.
|
|
/// </summary>
|
|
private void InjectDoAfter(Entity<InjectorComponent> injector, EntityUid target, EntityUid user)
|
|
{
|
|
// Create a pop-up for the user
|
|
if (injector.Comp.ToggleState == InjectorToggleMode.Draw)
|
|
{
|
|
Popup.PopupEntity(Loc.GetString("injector-component-drawing-user"), target, user);
|
|
}
|
|
else
|
|
{
|
|
Popup.PopupEntity(Loc.GetString("injector-component-injecting-user"), target, user);
|
|
}
|
|
|
|
if (!SolutionContainers.TryGetSolution(injector.Owner, injector.Comp.SolutionName, out _, out var solution))
|
|
return;
|
|
|
|
var actualDelay = injector.Comp.Delay;
|
|
FixedPoint2 amountToInject;
|
|
if (injector.Comp.ToggleState == InjectorToggleMode.Draw)
|
|
{
|
|
// additional delay is based on actual volume left to draw in syringe when smaller than transfer amount
|
|
amountToInject = FixedPoint2.Min(injector.Comp.TransferAmount, (solution.MaxVolume - solution.Volume));
|
|
}
|
|
else
|
|
{
|
|
// additional delay is based on actual volume left to inject in syringe when smaller than transfer amount
|
|
amountToInject = FixedPoint2.Min(injector.Comp.TransferAmount, solution.Volume);
|
|
}
|
|
|
|
// Injections take 0.5 seconds longer per 5u of possible space/content
|
|
// First 5u(MinimumTransferAmount) doesn't incur delay
|
|
actualDelay += injector.Comp.DelayPerVolume * FixedPoint2.Max(0, amountToInject - injector.Comp.MinimumTransferAmount).Double();
|
|
|
|
// Ensure that minimum delay before incapacitation checks is 1 seconds
|
|
actualDelay = MathHelper.Max(actualDelay, TimeSpan.FromSeconds(1));
|
|
|
|
|
|
var isTarget = user != target;
|
|
|
|
if (isTarget)
|
|
{
|
|
// Create a pop-up for the target
|
|
var userName = Identity.Entity(user, EntityManager);
|
|
if (injector.Comp.ToggleState == InjectorToggleMode.Draw)
|
|
{
|
|
Popup.PopupEntity(Loc.GetString("injector-component-drawing-target",
|
|
("user", userName)), user, target);
|
|
}
|
|
else
|
|
{
|
|
Popup.PopupEntity(Loc.GetString("injector-component-injecting-target",
|
|
("user", userName)), user, target);
|
|
}
|
|
|
|
|
|
// Check if the target is incapacitated or in combat mode and modify time accordingly.
|
|
if (MobState.IsIncapacitated(target))
|
|
{
|
|
actualDelay /= 2.5f;
|
|
}
|
|
else if (Combat.IsInCombatMode(target))
|
|
{
|
|
// Slightly increase the delay when the target is in combat mode. Helps prevents cheese injections in
|
|
// combat with fast syringes & lag.
|
|
actualDelay += TimeSpan.FromSeconds(1);
|
|
}
|
|
|
|
// Add an admin log, using the "force feed" log type. It's not quite feeding, but the effect is the same.
|
|
if (injector.Comp.ToggleState == InjectorToggleMode.Inject)
|
|
{
|
|
AdminLogger.Add(LogType.ForceFeed,
|
|
$"{ToPrettyString(user):user} is attempting to inject {ToPrettyString(target):target} with a solution {SharedSolutionContainerSystem.ToPrettyString(solution):solution}");
|
|
}
|
|
else
|
|
{
|
|
AdminLogger.Add(LogType.ForceFeed,
|
|
$"{ToPrettyString(user):user} is attempting to draw {injector.Comp.TransferAmount.ToString()} units from {ToPrettyString(target):target}");
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Self-injections take half as long.
|
|
actualDelay /= 2;
|
|
|
|
if (injector.Comp.ToggleState == InjectorToggleMode.Inject)
|
|
{
|
|
AdminLogger.Add(LogType.Ingestion,
|
|
$"{ToPrettyString(user):user} is attempting to inject themselves with a solution {SharedSolutionContainerSystem.ToPrettyString(solution):solution}.");
|
|
}
|
|
else
|
|
{
|
|
AdminLogger.Add(LogType.ForceFeed,
|
|
$"{ToPrettyString(user):user} is attempting to draw {injector.Comp.TransferAmount.ToString()} units from themselves.");
|
|
}
|
|
}
|
|
|
|
DoAfter.TryStartDoAfter(new DoAfterArgs(EntityManager, user, actualDelay, new InjectorDoAfterEvent(), injector.Owner, target: target, used: injector.Owner)
|
|
{
|
|
BreakOnMove = true,
|
|
BreakOnWeightlessMove = false,
|
|
BreakOnDamage = true,
|
|
NeedHand = injector.Comp.NeedHand,
|
|
BreakOnHandChange = injector.Comp.BreakOnHandChange,
|
|
MovementThreshold = injector.Comp.MovementThreshold,
|
|
});
|
|
}
|
|
|
|
private bool TryInjectIntoBloodstream(Entity<InjectorComponent> injector, Entity<BloodstreamComponent> target,
|
|
EntityUid user)
|
|
{
|
|
// Get transfer amount. May be smaller than _transferAmount if not enough room
|
|
if (!SolutionContainers.ResolveSolution(target.Owner, target.Comp.ChemicalSolutionName,
|
|
ref target.Comp.ChemicalSolution, out var chemSolution))
|
|
{
|
|
Popup.PopupEntity(
|
|
Loc.GetString("injector-component-cannot-inject-message",
|
|
("target", Identity.Entity(target, EntityManager))), injector.Owner, user);
|
|
return false;
|
|
}
|
|
|
|
var realTransferAmount = FixedPoint2.Min(injector.Comp.TransferAmount, chemSolution.AvailableVolume);
|
|
if (realTransferAmount <= 0)
|
|
{
|
|
Popup.PopupEntity(
|
|
Loc.GetString("injector-component-cannot-inject-message",
|
|
("target", Identity.Entity(target, EntityManager))), injector.Owner, user);
|
|
return false;
|
|
}
|
|
|
|
// Move units from attackSolution to targetSolution
|
|
var removedSolution = SolutionContainers.SplitSolution(target.Comp.ChemicalSolution.Value, realTransferAmount);
|
|
|
|
_blood.TryAddToChemicals(target.AsNullable(), removedSolution);
|
|
|
|
_reactiveSystem.DoEntityReaction(target, removedSolution, ReactionMethod.Injection);
|
|
|
|
Popup.PopupEntity(Loc.GetString("injector-component-inject-success-message",
|
|
("amount", removedSolution.Volume),
|
|
("target", Identity.Entity(target, EntityManager))), injector.Owner, user);
|
|
|
|
Dirty(injector);
|
|
AfterInject(injector, target);
|
|
return true;
|
|
}
|
|
|
|
private bool TryInject(Entity<InjectorComponent> injector, EntityUid targetEntity,
|
|
Entity<SolutionComponent> targetSolution, EntityUid user, bool asRefill)
|
|
{
|
|
if (!SolutionContainers.TryGetSolution(injector.Owner, injector.Comp.SolutionName, out var soln,
|
|
out var solution) || solution.Volume == 0)
|
|
return false;
|
|
|
|
// Get transfer amount. May be smaller than _transferAmount if not enough room
|
|
var realTransferAmount =
|
|
FixedPoint2.Min(injector.Comp.TransferAmount, targetSolution.Comp.Solution.AvailableVolume);
|
|
|
|
if (realTransferAmount <= 0)
|
|
{
|
|
Popup.PopupEntity(
|
|
Loc.GetString("injector-component-target-already-full-message",
|
|
("target", Identity.Entity(targetEntity, EntityManager))),
|
|
injector.Owner, user);
|
|
return false;
|
|
}
|
|
|
|
// Move units from attackSolution to targetSolution
|
|
Solution removedSolution;
|
|
if (TryComp<StackComponent>(targetEntity, out var stack))
|
|
removedSolution = SolutionContainers.SplitStackSolution(soln.Value, realTransferAmount, stack.Count);
|
|
else
|
|
removedSolution = SolutionContainers.SplitSolution(soln.Value, realTransferAmount);
|
|
|
|
_reactiveSystem.DoEntityReaction(targetEntity, removedSolution, ReactionMethod.Injection);
|
|
|
|
if (!asRefill)
|
|
SolutionContainers.Inject(targetEntity, targetSolution, removedSolution);
|
|
else
|
|
SolutionContainers.Refill(targetEntity, targetSolution, removedSolution);
|
|
|
|
Popup.PopupEntity(Loc.GetString("injector-component-transfer-success-message",
|
|
("amount", removedSolution.Volume),
|
|
("target", Identity.Entity(targetEntity, EntityManager))), injector.Owner, user);
|
|
|
|
Dirty(injector);
|
|
AfterInject(injector, targetEntity);
|
|
return true;
|
|
}
|
|
|
|
private void AfterInject(Entity<InjectorComponent> injector, EntityUid target)
|
|
{
|
|
// Automatically set syringe to draw after completely draining it.
|
|
if (SolutionContainers.TryGetSolution(injector.Owner, injector.Comp.SolutionName, out _,
|
|
out var solution) && solution.Volume == 0)
|
|
{
|
|
SetMode(injector, InjectorToggleMode.Draw);
|
|
}
|
|
|
|
// Leave some DNA from the injectee on it
|
|
var ev = new TransferDnaEvent { Donor = target, Recipient = injector };
|
|
RaiseLocalEvent(target, ref ev);
|
|
}
|
|
|
|
private void AfterDraw(Entity<InjectorComponent> injector, EntityUid target)
|
|
{
|
|
// Automatically set syringe to inject after completely filling it.
|
|
if (SolutionContainers.TryGetSolution(injector.Owner, injector.Comp.SolutionName, out _,
|
|
out var solution) && solution.AvailableVolume == 0)
|
|
{
|
|
SetMode(injector, InjectorToggleMode.Inject);
|
|
}
|
|
|
|
// Leave some DNA from the drawee on it
|
|
var ev = new TransferDnaEvent { Donor = target, Recipient = injector };
|
|
RaiseLocalEvent(target, ref ev);
|
|
}
|
|
|
|
private bool TryDraw(Entity<InjectorComponent> injector, Entity<BloodstreamComponent?> target,
|
|
Entity<SolutionComponent> targetSolution, EntityUid user)
|
|
{
|
|
if (!SolutionContainers.TryGetSolution(injector.Owner, injector.Comp.SolutionName, out var soln,
|
|
out var solution) || solution.AvailableVolume == 0)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
var applicableTargetSolution = targetSolution.Comp.Solution;
|
|
// If a whitelist exists, remove all non-whitelisted reagents from the target solution temporarily
|
|
var temporarilyRemovedSolution = new Solution();
|
|
if (injector.Comp.ReagentWhitelist is { } reagentWhitelist)
|
|
{
|
|
string[] reagentPrototypeWhitelistArray = new string[reagentWhitelist.Count];
|
|
var i = 0;
|
|
foreach (var reagent in reagentWhitelist)
|
|
{
|
|
reagentPrototypeWhitelistArray[i] = reagent;
|
|
++i;
|
|
}
|
|
temporarilyRemovedSolution = applicableTargetSolution.SplitSolutionWithout(applicableTargetSolution.Volume, reagentPrototypeWhitelistArray);
|
|
}
|
|
|
|
// Get transfer amount. May be smaller than _transferAmount if not enough room, also make sure there's room in the injector
|
|
var realTransferAmount = FixedPoint2.Min(injector.Comp.TransferAmount, applicableTargetSolution.Volume,
|
|
solution.AvailableVolume);
|
|
|
|
if (realTransferAmount <= 0)
|
|
{
|
|
Popup.PopupEntity(
|
|
Loc.GetString("injector-component-target-is-empty-message",
|
|
("target", Identity.Entity(target, EntityManager))),
|
|
injector.Owner, user);
|
|
return false;
|
|
}
|
|
|
|
// We have some snowflaked behavior for streams.
|
|
if (target.Comp != null)
|
|
{
|
|
DrawFromBlood(injector, (target.Owner, target.Comp), soln.Value, realTransferAmount, user);
|
|
return true;
|
|
}
|
|
|
|
// Move units from attackSolution to targetSolution
|
|
var removedSolution = SolutionContainers.Draw(target.Owner, targetSolution, realTransferAmount);
|
|
|
|
// Add back non-whitelisted reagents to the target solution
|
|
SolutionContainers.TryAddSolution(targetSolution, temporarilyRemovedSolution);
|
|
|
|
if (!SolutionContainers.TryAddSolution(soln.Value, removedSolution))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
Popup.PopupEntity(Loc.GetString("injector-component-draw-success-message",
|
|
("amount", removedSolution.Volume),
|
|
("target", Identity.Entity(target, EntityManager))), injector.Owner, user);
|
|
|
|
Dirty(injector);
|
|
AfterDraw(injector, target);
|
|
return true;
|
|
}
|
|
|
|
private void DrawFromBlood(Entity<InjectorComponent> injector, Entity<BloodstreamComponent> target,
|
|
Entity<SolutionComponent> injectorSolution, FixedPoint2 transferAmount, EntityUid user)
|
|
{
|
|
var drawAmount = (float) transferAmount;
|
|
|
|
if (SolutionContainers.ResolveSolution(target.Owner, target.Comp.ChemicalSolutionName,
|
|
ref target.Comp.ChemicalSolution))
|
|
{
|
|
var chemTemp = SolutionContainers.SplitSolution(target.Comp.ChemicalSolution.Value, drawAmount * 0.15f);
|
|
SolutionContainers.TryAddSolution(injectorSolution, chemTemp);
|
|
drawAmount -= (float) chemTemp.Volume;
|
|
}
|
|
|
|
if (SolutionContainers.ResolveSolution(target.Owner, target.Comp.BloodSolutionName,
|
|
ref target.Comp.BloodSolution))
|
|
{
|
|
var bloodTemp = SolutionContainers.SplitSolution(target.Comp.BloodSolution.Value, drawAmount);
|
|
SolutionContainers.TryAddSolution(injectorSolution, bloodTemp);
|
|
}
|
|
|
|
Popup.PopupEntity(Loc.GetString("injector-component-draw-success-message",
|
|
("amount", transferAmount),
|
|
("target", Identity.Entity(target, EntityManager))), injector.Owner, user);
|
|
|
|
Dirty(injector);
|
|
AfterDraw(injector, target);
|
|
}
|
|
}
|