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# Description Makes natural blood regeneration use up some hunger and thirst, and halt completely when you are starving/dying of thirst. This is necessary to fix two issues: 1. It being possible to feed off of your own blood, by repeatedly drawing your blood and injecting it back with a syringe. (I actually know a few people on floof who do that on a daily basis) 2. Hunger and thirst having no real impact on gameplay, besides giving you a mildly annoying depression overlay when low. This PR also slightly refactors the blood deficiency trait so that it's no longer completely hardcoded in the bloodstream system. <details><summary><h1>Media</h1></summary> <p> https://github.com/user-attachments/assets/f8634de5-19bd-44a5-ada2-62f4504bf3d4 </p> </details> # Changelog 🆑 - add: Blood regeneration now uses up hunger and thirst, and comes to a halt when you are very hungry or thirst. - fix: It is no longer feasible to drink your own blood to satiate your own hunger. # Conflicts: # Content.Server/Body/Systems/BloodstreamSystem.cs
21 lines
563 B
C#
21 lines
563 B
C#
namespace Content.Server.Traits.Assorted;
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/// <summary>
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/// This is used for the Blood Deficiency trait.
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/// </summary>
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[RegisterComponent]
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public sealed partial class BloodDeficiencyComponent : Component
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{
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// <summary>
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/// How much percentage of max blood volume should be removed in each update interval?
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// </summary>
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[DataField(required: true)]
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public float BloodLossPercentage;
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/// <summary>
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/// Whether the effects of this trait should be active.
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/// </summary>
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[DataField]
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public bool Active = true;
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}
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