Refactor minds to be entities with components, make roles components (#19591)
Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com> Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
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@@ -1,3 +1,5 @@
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using System.Diagnostics.CodeAnalysis;
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using System.Linq;
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using Content.Server.Administration.Logs;
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using Content.Server.Ame.Components;
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using Content.Server.Chat.Managers;
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@@ -15,8 +17,6 @@ using Robust.Server.GameObjects;
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using Robust.Shared.Audio;
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using Robust.Shared.Containers;
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using Robust.Shared.Timing;
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using System.Diagnostics.CodeAnalysis;
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using System.Linq;
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namespace Content.Server.Ame.EntitySystems;
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@@ -201,7 +201,7 @@ public sealed class AmeControllerSystem : EntitySystem
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safeLimit = group.CoreCount * 2;
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if (oldValue <= safeLimit && value > safeLimit)
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_chatManager.SendAdminAlert(user.Value, $"increased AME over safe limit to {controller.InjectionAmount}", mindContainer);
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_chatManager.SendAdminAlert(user.Value, $"increased AME over safe limit to {controller.InjectionAmount}");
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}
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public void AdjustInjectionAmount(EntityUid uid, int delta, int min = 0, int max = int.MaxValue, EntityUid? user = null, AmeControllerComponent? controller = null)
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