No spead merge (#475)

* Revert "[GoobPort] WIZ REAL (#465)"

This reverts commit 091a8ff433.

* fix local
This commit is contained in:
Spatison
2025-04-26 10:50:32 +03:00
committed by GitHub
parent 41606db2c5
commit 2a10c02eb5
949 changed files with 1467 additions and 42235 deletions

View File

@@ -1,77 +0,0 @@
// SPDX-FileCopyrightText: 2024 Piras314 <p1r4s@proton.me>
// SPDX-FileCopyrightText: 2024 ScarKy0 <106310278+ScarKy0@users.noreply.github.com>
// SPDX-FileCopyrightText: 2024 gluesniffler <159397573+gluesniffler@users.noreply.github.com>
// SPDX-FileCopyrightText: 2025 Aiden <28298836+Aidenkrz@users.noreply.github.com>
// SPDX-FileCopyrightText: 2025 Ilya246 <57039557+Ilya246@users.noreply.github.com>
//
// SPDX-License-Identifier: AGPL-3.0-or-later
using Content.Server.Body.Systems;
using Content.Server.Chemistry.Components;
using Content.Shared.Chemistry.EntitySystems;
using Content.Shared.Chemistry.Events;
using Content.Shared.Inventory;
using Content.Shared.Popups;
using Content.Shared.Projectiles;
using Content.Shared.Tag;
using Robust.Shared.Physics.Components;
using Robust.Shared.Timing;
namespace Content.Server.Chemistry.EntitySystems;
/// <summary>
/// System for handling injecting into an entity while a projectile is embedded.
/// </summary>
public sealed class SolutionInjectWhileEmbeddedSystem : EntitySystem
{
[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly BloodstreamSystem _bloodstream = default!;
[Dependency] private readonly InventorySystem _inventory = default!;
[Dependency] private readonly SharedPopupSystem _popup = default!;
[Dependency] private readonly SharedSolutionContainerSystem _solutionContainer = default!;
[Dependency] private readonly TagSystem _tag = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<SolutionInjectWhileEmbeddedComponent, MapInitEvent>(OnMapInit);
}
private void OnMapInit(Entity<SolutionInjectWhileEmbeddedComponent> ent, ref MapInitEvent args)
{
ent.Comp.NextUpdate = _gameTiming.CurTime + ent.Comp.UpdateInterval;
}
public override void Update(float frameTime)
{
base.Update(frameTime);
var query = EntityQueryEnumerator<SolutionInjectWhileEmbeddedComponent, EmbeddableProjectileComponent>();
while (query.MoveNext(out var uid, out var injectComponent, out var projectileComponent))
{
if (_gameTiming.CurTime < injectComponent.NextUpdate)
continue;
injectComponent.NextUpdate += injectComponent.UpdateInterval;
// <Goobstation> Goobstation - Shot syringes injecting over time
if(projectileComponent.EmbeddedIntoUid == null) // check if we should reset state,
{
if (TryComp<PhysicsComponent>(uid, out var physics) && physics.BodyStatus != BodyStatus.InAir) // don't reset in-flight things
injectComponent.Injections = 0;
continue;
}
if ((injectComponent.Injections ?? 0) >= injectComponent.MaxInjections)
continue;
if (injectComponent.Injections != null)
injectComponent.Injections += 1;
// </Goobstation>
var ev = new InjectOverTimeEvent(projectileComponent.EmbeddedIntoUid.Value);
RaiseLocalEvent(uid, ref ev);
}
}
}