The Rat King [Antag] (#8706)
* vending machine go spit * who's da rat, bozo * fixes * crown + fixes * aaaa * aa * lololol * removing vending shit + most annoying fix alive * paul review * moony fixes * sloth review * Minor diseasesystem fix * inverse moment * A * Also reduce args allocations Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
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@@ -96,17 +96,23 @@ namespace Content.Server.Disease
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for (var i = 0; i < carrierComp.Diseases.Count; i++) //this is a for-loop so that it doesn't break when new diseases are added
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{
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var disease = carrierComp.Diseases[i];
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var args = new DiseaseEffectArgs(carrierComp.Owner, disease, EntityManager);
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disease.Accumulator += frameTime;
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if (disease.Accumulator >= disease.TickTime)
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if (disease.Accumulator < disease.TickTime) continue;
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// if the disease is on the silent disease list, don't do effects
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var doEffects = carrierComp.CarrierDiseases?.Contains(disease.ID) != true;
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var args = new DiseaseEffectArgs(carrierComp.Owner, disease, EntityManager);
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disease.Accumulator -= disease.TickTime;
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foreach (var cure in disease.Cures)
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{
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if (cure.Cure(args))
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CureDisease(carrierComp, disease);
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}
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if (doEffects)
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{
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disease.Accumulator -= disease.TickTime;
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foreach (var cure in disease.Cures)
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{
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if (cure.Cure(args))
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CureDisease(carrierComp, disease);
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}
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foreach (var effect in disease.Effects)
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{
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if (_random.Prob(effect.Probability))
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@@ -383,6 +389,14 @@ namespace Content.Server.Disease
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TryAddDisease(carrier.Owner, disease, carrier);
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}
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public void TryInfect(DiseaseCarrierComponent carrier, string? disease, float chance = 0.7f, bool forced = false)
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{
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if (disease == null || !_prototypeManager.TryIndex<DiseasePrototype>(disease, out var d))
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return;
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TryInfect(carrier, d, chance, forced);
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}
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/// <summary>
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/// Plays a sneeze/cough popup if applicable
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/// and then tries to infect anyone in range
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