diff --git a/Content.Server/Atmos/Miasma/RottingSystem.cs b/Content.Server/Atmos/Miasma/RottingSystem.cs index e8c300485e..9cf81df664 100644 --- a/Content.Server/Atmos/Miasma/RottingSystem.cs +++ b/Content.Server/Atmos/Miasma/RottingSystem.cs @@ -11,7 +11,6 @@ using Content.Shared.Rejuvenate; using Robust.Server.Containers; using Robust.Server.GameObjects; using Robust.Shared.Physics.Components; -using Robust.Shared.Random; using Robust.Shared.Timing; namespace Content.Server.Atmos.Miasma; @@ -19,7 +18,6 @@ namespace Content.Server.Atmos.Miasma; public sealed class RottingSystem : EntitySystem { [Dependency] private readonly IGameTiming _timing = default!; - [Dependency] private readonly IRobustRandom _random = default!; [Dependency] private readonly AtmosphereSystem _atmosphere = default!; [Dependency] private readonly ContainerSystem _container = default!; [Dependency] private readonly DamageableSystem _damageable = default!; @@ -171,12 +169,12 @@ public sealed class RottingSystem : EntitySystem var rotQuery = EntityQueryEnumerator(); while (rotQuery.MoveNext(out var uid, out var rotting, out var perishable, out var xform)) { - if (!IsRotProgressing(uid, perishable)) - continue; - if (_timing.CurTime < rotting.NextRotUpdate) // This is where it starts to get noticable on larger animals, no need to run every second continue; rotting.NextRotUpdate += rotting.RotUpdateRate; + + if (!IsRotProgressing(uid, perishable)) + continue; rotting.TotalRotTime += rotting.RotUpdateRate; if (rotting.DealDamage)