Рандомные фиксы и пересмотр хранилищ с предметами (#381)
* add: fixed wrong item rotation in inventory * fix: forcepreset no longer starts round * fix: fix localisation * add: forcepreset command logging * add: Storage and items rework, part 1 * rework: item size rework part 2 * add: blood loss accent rework * no spaces
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@@ -1,3 +1,4 @@
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using Content.Server._White.Accent.Bloodloss;
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using Content.Server.Body.Components;
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using Content.Server.Chemistry.Containers.EntitySystems;
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using Content.Server.Chemistry.ReactionEffects;
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@@ -43,6 +44,7 @@ public sealed class BloodstreamSystem : EntitySystem
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[Dependency] private readonly AlertsSystem _alertsSystem = default!;
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[Dependency] private readonly ForensicsSystem _forensicsSystem = default!;
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[Dependency] private readonly MovementSpeedModifierSystem _speed = default!; // WD
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[Dependency] private readonly BloodLossAccent _bloodLossAccent = default!;
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public override void Initialize()
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{
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@@ -158,7 +160,7 @@ public sealed class BloodstreamSystem : EntitySystem
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uid,
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(float) bloodstream.UpdateInterval.TotalSeconds * 2,
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applySlur: false);
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_stutteringSystem.DoStutter(uid, bloodstream.UpdateInterval * 2, refresh: false);
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_bloodLossAccent.StartBloodLossAccent(uid, bloodstream.UpdateInterval * 2, refresh: false);
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// storing the drunk and stutter time so we can remove it independently from other effects additions
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bloodstream.StatusTime += bloodstream.UpdateInterval * 2;
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@@ -173,7 +175,7 @@ public sealed class BloodstreamSystem : EntitySystem
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// Remove the drunk effect when healthy. Should only remove the amount of drunk and stutter added by low blood level
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_drunkSystem.TryRemoveDrunkenessTime(uid, bloodstream.StatusTime.TotalSeconds);
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_stutteringSystem.DoRemoveStutterTime(uid, bloodstream.StatusTime.TotalSeconds);
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_bloodLossAccent.StopBloodLossAccent(uid, bloodstream.StatusTime.TotalSeconds);
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// Reset the drunk and stutter time to zero
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bloodstream.StatusTime = TimeSpan.Zero;
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}
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