Predict Injector (syringes), cleanup (#25235)
At least the mode/transfer amount logic. Actual transfer logic needs Bloodstream which I didn't wanna move into shared.
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@@ -1,12 +1,8 @@
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using Content.Server.Administration.Logs;
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using Content.Server.Body.Systems;
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using Content.Server.Chemistry.Containers.EntitySystems;
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using Content.Server.Interaction;
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using Content.Server.Popups;
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using Content.Shared.Chemistry;
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using Content.Shared.CombatMode;
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using Content.Shared.DoAfter;
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using Content.Shared.Mobs.Systems;
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using Robust.Shared.Audio.Systems;
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namespace Content.Server.Chemistry.EntitySystems;
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@@ -16,20 +12,15 @@ public sealed partial class ChemistrySystem : EntitySystem
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[Dependency] private readonly IAdminLogManager _adminLogger = default!;
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[Dependency] private readonly IEntityManager _entMan = default!;
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[Dependency] private readonly InteractionSystem _interaction = default!;
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[Dependency] private readonly BloodstreamSystem _blood = default!;
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[Dependency] private readonly SharedDoAfterSystem _doAfter = default!;
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[Dependency] private readonly PopupSystem _popup = default!;
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[Dependency] private readonly ReactiveSystem _reactiveSystem = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly MobStateSystem _mobState = default!;
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[Dependency] private readonly SharedCombatModeSystem _combat = default!;
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[Dependency] private readonly SolutionContainerSystem _solutionContainers = default!;
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public override void Initialize()
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{
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// Why ChemMaster duplicates reagentdispenser nobody knows.
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InitializeHypospray();
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InitializeInjector();
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InitializeMixing();
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}
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}
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