Merge remote-tracking branch 'upstream/master' into upstream
# Conflicts: # Content.Client/Access/AccessOverlay.cs # Content.Client/Access/UI/IdCardConsoleBoundUserInterface.cs # Content.Client/Access/UI/IdCardConsoleWindow.xaml # Content.Client/Access/UI/IdCardConsoleWindow.xaml.cs # Content.Client/Chemistry/UI/InjectorStatusControl.cs # Content.Client/StatusIcon/StatusIconOverlay.cs # Content.Client/Stylesheets/StyleNano.cs # Content.Client/UserInterface/Systems/Chat/ChatUIController.cs # Content.Client/UserInterface/Systems/Chat/Widgets/ChatBox.xaml # Content.Server/Access/Systems/IdCardConsoleSystem.cs # Content.Server/Administration/Commands/AGhost.cs # Content.Server/Chemistry/EntitySystems/ReagentDispenserSystem.cs # Content.Server/Connection/ConnectionManager.cs # Content.Server/DeviceLinking/Systems/SignalTimerSystem.cs # Content.Server/Disposal/Unit/EntitySystems/DisposalUnitSystem.cs # Content.Server/GameTicking/GameTicker.RoundFlow.cs # Content.Server/GameTicking/GameTicker.Spawning.cs # Content.Server/Humanoid/Systems/HumanoidAppearanceSystem.cs # Content.Server/Resist/EscapeInventorySystem.cs # Content.Server/Shuttles/Systems/EmergencyShuttleSystem.cs # Content.Shared/Access/Components/IdCardConsoleComponent.cs # Content.Shared/Anomaly/SharedAnomalySystem.cs # Content.Shared/Bed/Sleep/SharedSleepingSystem.cs # Content.Shared/Humanoid/SharedHumanoidAppearanceSystem.cs # Content.Shared/Lock/LockSystem.cs # Content.Shared/RCD/Systems/RCDSystem.cs # Content.Shared/Roles/JobPrototype.cs # Content.Shared/StatusIcon/StatusIconPrototype.cs # Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs # Resources/Audio/Machines/attributions.yml # Resources/Locale/en-US/rcd/components/rcd-component.ftl # Resources/Maps/reach.yml # Resources/Prototypes/Catalog/Cargo/cargo_vending.yml # Resources/Prototypes/Catalog/Fills/Lockers/heads.yml # Resources/Prototypes/Catalog/Fills/Lockers/security.yml # Resources/Prototypes/Catalog/ReagentDispensers/beverage.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/boozeomat.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/cola.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/lawdrobe.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/pwrgame.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/shamblersjuice.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/soda.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/spaceup.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/starkist.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/theater.yml # Resources/Prototypes/DeviceLinking/sink_ports.yml # Resources/Prototypes/Entities/Clothing/Back/duffel.yml # Resources/Prototypes/Entities/Clothing/Belt/base_clothingbelt.yml # Resources/Prototypes/Entities/Clothing/Neck/misc.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/base_clothingouter.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/wintercoats.yml # Resources/Prototypes/Entities/Mobs/Customization/Markings/gauze.yml # Resources/Prototypes/Entities/Objects/Devices/Electronics/door.yml # Resources/Prototypes/Entities/Objects/Magic/books.yml # Resources/Prototypes/Entities/Objects/Materials/Sheets/glass.yml # Resources/Prototypes/Entities/Objects/Materials/Sheets/metal.yml # Resources/Prototypes/Entities/Objects/Materials/Sheets/other.yml # Resources/Prototypes/Entities/Objects/Misc/tiles.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/morgue.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Projectiles/shotgun.yml # Resources/Prototypes/Entities/Objects/Weapons/Melee/e_sword.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/airlocks.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/base_assembly.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/base_structureairlocks.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/highsec.yml # Resources/Prototypes/Entities/Structures/Doors/Firelocks/firelock.yml # Resources/Prototypes/Entities/Structures/Doors/Firelocks/frame.yml # Resources/Prototypes/Entities/Structures/Doors/MaterialDoors/material_doors.yml # Resources/Prototypes/Entities/Structures/Doors/SecretDoor/secret_door.yml # Resources/Prototypes/Entities/Structures/Doors/Windoors/assembly.yml # Resources/Prototypes/Entities/Structures/Lighting/base_lighting.yml # Resources/Prototypes/Entities/Structures/Machines/lathe.yml # Resources/Prototypes/Entities/Structures/Power/cable_terminal.yml # Resources/Prototypes/Entities/Structures/Storage/Tanks/base_structuretanks.yml # Resources/Prototypes/Entities/Structures/Walls/grille.yml # Resources/Prototypes/Recipes/Construction/Graphs/structures/shutter.yml # Resources/Prototypes/Recipes/Crafting/Graphs/improvised/flowercrown.yml # Resources/Prototypes/Recipes/Crafting/improvised.yml # Resources/Prototypes/Roles/Jobs/Security/detective.yml # Resources/Prototypes/Roles/Jobs/Security/head_of_security.yml # Resources/Prototypes/Roles/Jobs/Security/security_officer.yml # Resources/Prototypes/Roles/Jobs/Security/warden.yml # Resources/Prototypes/StatusEffects/health.yml # Resources/Prototypes/Voice/speech_emotes.yml # Resources/Prototypes/lobbyscreens.yml # Resources/Textures/Clothing/OuterClothing/Hardsuits/ERTSuits/ertchaplain.rsi/equipped-OUTERCLOTHING-body-slim.png # Resources/Textures/Decals/bricktile.rsi/white_box.png # Resources/Textures/Objects/Misc/books.rsi/meta.json # Resources/migration.yml
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@@ -49,6 +49,12 @@ public sealed class HealthAnalyzerSystem : EntitySystem
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if (component.ScannedEntity is not {} patient)
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continue;
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if (Deleted(patient))
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{
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StopAnalyzingEntity((uid, component), patient);
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continue;
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}
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component.NextUpdate = _timing.CurTime + component.UpdateInterval;
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//Get distance between health analyzer and the scanned entity
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@@ -33,6 +33,7 @@ public sealed class SuitSensorSystem : EntitySystem
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[Dependency] private readonly SharedTransformSystem _transform = default!;
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[Dependency] private readonly StationSystem _stationSystem = default!;
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[Dependency] private readonly SingletonDeviceNetServerSystem _singletonServerSystem = default!;
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[Dependency] private readonly MobThresholdSystem _mobThresholdSystem = default!;
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public override void Initialize()
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{
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@@ -344,6 +345,11 @@ public sealed class SuitSensorSystem : EntitySystem
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if (TryComp<DamageableComponent>(sensor.User.Value, out var damageable))
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totalDamage = damageable.TotalDamage.Int();
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// Get mob total damage crit threshold
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int? totalDamageThreshold = null;
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if (_mobThresholdSystem.TryGetThresholdForState(sensor.User.Value, Shared.Mobs.MobState.Critical, out var critThreshold))
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totalDamageThreshold = critThreshold.Value.Int();
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// finally, form suit sensor status
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var status = new SuitSensorStatus(GetNetEntity(uid), userName, userJob, userJobIcon, userJobDepartments);
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switch (sensor.Mode)
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@@ -354,10 +360,12 @@ public sealed class SuitSensorSystem : EntitySystem
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case SuitSensorMode.SensorVitals:
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status.IsAlive = isAlive;
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status.TotalDamage = totalDamage;
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status.TotalDamageThreshold = totalDamageThreshold;
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break;
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case SuitSensorMode.SensorCords:
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status.IsAlive = isAlive;
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status.TotalDamage = totalDamage;
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status.TotalDamageThreshold = totalDamageThreshold;
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EntityCoordinates coordinates;
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var xformQuery = GetEntityQuery<TransformComponent>();
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@@ -402,6 +410,8 @@ public sealed class SuitSensorSystem : EntitySystem
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if (status.TotalDamage != null)
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payload.Add(SuitSensorConstants.NET_TOTAL_DAMAGE, status.TotalDamage);
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if (status.TotalDamageThreshold != null)
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payload.Add(SuitSensorConstants.NET_TOTAL_DAMAGE_THRESHOLD, status.TotalDamageThreshold);
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if (status.Coordinates != null)
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payload.Add(SuitSensorConstants.NET_COORDINATES, status.Coordinates);
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@@ -429,12 +439,14 @@ public sealed class SuitSensorSystem : EntitySystem
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// try get total damage and cords (optionals)
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payload.TryGetValue(SuitSensorConstants.NET_TOTAL_DAMAGE, out int? totalDamage);
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payload.TryGetValue(SuitSensorConstants.NET_TOTAL_DAMAGE_THRESHOLD, out int? totalDamageThreshold);
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payload.TryGetValue(SuitSensorConstants.NET_COORDINATES, out NetCoordinates? coords);
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var status = new SuitSensorStatus(suitSensorUid, name, job, jobIcon, jobDepartments)
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{
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IsAlive = isAlive.Value,
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TotalDamage = totalDamage,
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TotalDamageThreshold = totalDamageThreshold,
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Coordinates = coords,
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};
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return status;
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