- add: Update blood dagger. (#281)
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@@ -6,6 +6,7 @@ using Content.Server.Forensics;
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using Content.Server.HealthExaminable;
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using Content.Server.Popups;
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using Content.Server._White.EndOfRoundStats.BloodLost;
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using Content.Server._White.Other.CritSystem;
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using Content.Shared.Alert;
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using Content.Shared.Chemistry.Components;
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using Content.Shared.Chemistry.EntitySystems;
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@@ -16,6 +17,7 @@ using Content.Shared.Drunk;
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using Content.Shared.FixedPoint;
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using Content.Shared.IdentityManagement;
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using Content.Shared.Mobs.Systems;
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using Content.Shared.Movement.Systems;
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using Content.Shared.Popups;
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using Content.Shared.Rejuvenate;
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using Content.Shared.Speech.EntitySystems;
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@@ -39,6 +41,7 @@ public sealed class BloodstreamSystem : EntitySystem
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[Dependency] private readonly SharedStutteringSystem _stutteringSystem = default!;
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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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public override void Initialize()
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{
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@@ -385,6 +388,14 @@ public sealed class BloodstreamSystem : EntitySystem
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component.BleedAmount += amount;
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component.BleedAmount = Math.Clamp(component.BleedAmount, 0, component.MaxBleedAmount);
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if (HasComp<BloodLustComponent>(uid)) // WD
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{
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if (component.BleedAmount == 0f)
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RemComp<BloodLustComponent>(uid);
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_speed.RefreshMovementSpeedModifiers(uid);
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}
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if (component.BleedAmount == 0)
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_alertsSystem.ClearAlert(uid, AlertType.Bleed);
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else
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