Ведь без тебя нет смысла жить
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@@ -14,20 +14,10 @@ public sealed class AirlockSystem : SharedAirlockSystem
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<AirlockComponent, BeforeDoorClosedEvent>(OnBeforeDoorClosed);
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SubscribeLocalEvent<AirlockComponent, ComponentStartup>(OnComponentStartup);
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SubscribeLocalEvent<AirlockComponent, AppearanceChangeEvent>(OnAppearanceChange);
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}
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// А нужен ли ты блять
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private void OnBeforeDoorClosed(EntityUid uid, AirlockComponent airlock, BeforeDoorClosedEvent args)
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{
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if (_appearanceSystem.TryGetData<bool>(uid, DoorVisuals.BoltLights, out var boltLights) && boltLights)
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{
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args.Cancel();
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}
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}
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private void OnComponentStartup(EntityUid uid, AirlockComponent comp, ComponentStartup args)
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{
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// Has to be on component startup because we don't know what order components initialize in and running this before DoorComponent inits _will_ crash.
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@@ -1163,26 +1163,17 @@ namespace Content.Client.Preferences.UI
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var hairMarking = Profile.Appearance.HairStyleId switch
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{
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HairStyles.DefaultHairStyle => new List<Marking>(),
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_ => [new Marking(Profile.Appearance.HairStyleId, [Profile.Appearance.HairColor])],
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_ => new List<Marking> { new(Profile.Appearance.HairStyleId, new List<Color> { Profile.Appearance.HairColor }) },
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};
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var facialHairMarking = Profile.Appearance.FacialHairStyleId switch
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{
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HairStyles.DefaultFacialHairStyle => new List<Marking>(),
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_ =>
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[
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new Marking(Profile.Appearance.FacialHairStyleId, [Profile.Appearance.FacialHairColor])
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],
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_ => new List<Marking> { new(Profile.Appearance.FacialHairStyleId, new List<Color> { Profile.Appearance.FacialHairColor }) },
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};
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_hairPicker.UpdateData(
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hairMarking,
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Profile.Species,
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1);
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_facialHairPicker.UpdateData(
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facialHairMarking,
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Profile.Species,
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1);
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_hairPicker.UpdateData(hairMarking, Profile.Species, 1);
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_facialHairPicker.UpdateData(facialHairMarking, Profile.Species, 1);
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}
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private void UpdateCMarkingsHair()
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@@ -30,7 +30,7 @@ public sealed class VoidTeleportSystem : EntitySystem
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[Dependency] private readonly TransformSystem _transform = default!;
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[Dependency] private readonly PointLightSystem _pointLight = default!;
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[Dependency] private readonly PullingSystem _pulling = default!;
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[Dependency] private readonly RobustRandom _random = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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public override void Initialize()
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{
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@@ -27,7 +27,6 @@ namespace Content.Server.Bed.Sleep
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SubscribeLocalEvent<SleepingComponent, CanSeeAttemptEvent>(OnSeeAttempt);
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SubscribeLocalEvent<SleepingComponent, PointAttemptEvent>(OnPointAttempt);
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SubscribeLocalEvent<SleepingComponent, EmoteAttemptEvent>(OnTryEmote); // WD
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SubscribeLocalEvent<SleepingComponent, EmoteAttemptEvent>(OnTryEmote); // WD
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}
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private void OnTryEmote(EntityUid uid, SleepingComponent component, EmoteAttemptEvent args) // WD
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@@ -1,16 +1,18 @@
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health-analyzer-window-no-patient-data-text = Пациент отсутствует
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health-analyzer-window-no-data = Н/Д
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health-analyzer-window-entity-current-alive-status-text = Статус
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health-analyzer-window-entity-current-alive-status-alive-text = Жив
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health-analyzer-window-entity-current-alive-status-critical-text = Критическое
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health-analyzer-window-entity-current-alive-status-dead-text = Мёртв
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health-analyzer-window-entity-temperature-text = Температура
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health-analyzer-window-entity-blood-level-text = Уровень крови
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health-analyzer-window-entity-unknown-text = неизвестный
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health-analyzer-window-entity-health-text = Состояние {$entityName}:
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health-analyzer-window-entity-temperature-text = Температура: {$temperature}
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health-analyzer-window-entity-blood-level-text = Уровень крови: {$bloodLevel}
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health-analyzer-window-entity-bleeding-text = Пациент истекает кровью!
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health-analyzer-window-entity-damage-total-text = Общие повреждения
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health-analyzer-window-damage-group-text = {$damageGroup}: {$amount}
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health-analyzer-window-damage-type-text = {$damageType}: {$amount}
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health-analyzer-window-damage-type-duplicate-text = {$damageType}: {$amount} (дубликат)
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health-analyzer-window-scan-mode-text = Режим сканирования:
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health-analyzer-window-scan-mode-active = ВКЛЮЧЕН
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health-analyzer-window-scan-mode-inactive = ВЫКЛЮЧЕН
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health-analyzer-window-damage-group-Brute = Механические: {$amount}
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health-analyzer-window-damage-type-Blunt = Удары: {$amount}
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health-analyzer-window-damage-type-Slash = Разрезы: {$amount}
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@@ -19,21 +19,21 @@ body-scanner-console-window-damage-group-text = {$damageGroup}: {$amount}
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body-scanner-console-window-damage-type-text = {$damageType}: {$amount}
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body-scanner-console-window-damage-type-duplicate-text = {$damageType}: {$amount} (дубликат)
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body-scanner-console-window-damage-group-Brute = Механические: {$amount}
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body-scanner-console-window-damage-type-Blunt = Удары: {$amount}
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body-scanner-console-window-damage-type-Slash = Разрезы: {$amount}
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body-scanner-console-window-damage-type-Piercing = Уколы: {$amount}
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body-scanner-console-window-damage-group-Brute = Механические
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body-scanner-console-window-damage-type-Blunt = Удары
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body-scanner-console-window-damage-type-Slash = Разрезы
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body-scanner-console-window-damage-type-Piercing = Уколы
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body-scanner-console-window-damage-group-Burn = Ожоги: {$amount}
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body-scanner-console-window-damage-type-Heat = Термические: {$amount}
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body-scanner-console-window-damage-type-Laser = Лазерный: {$amount}
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body-scanner-console-window-damage-type-Shock = Электрические: {$amount}
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body-scanner-console-window-damage-type-Cold = Обморожение: {$amount}
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body-scanner-console-window-damage-type-Caustic = Кислотные: {$amount}
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body-scanner-console-window-damage-group-Burn = Ожоги
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body-scanner-console-window-damage-type-Heat = Термические
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body-scanner-console-window-damage-type-Laser = Лазерный
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body-scanner-console-window-damage-type-Shock = Электрические
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body-scanner-console-window-damage-type-Cold = Обморожение
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body-scanner-console-window-damage-type-Caustic = Кислотные
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body-scanner-console-window-damage-group-Airloss = Нехватка воздуха: {$amount}
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body-scanner-console-window-damage-type-Asphyxiation = Удушение: {$amount}
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body-scanner-console-window-damage-type-Bloodloss = Кровопотеря: {$amount}
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body-scanner-console-window-damage-group-Airloss = Нехватка воздуха
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body-scanner-console-window-damage-type-Asphyxiation = Удушение
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body-scanner-console-window-damage-type-Bloodloss = Кровопотеря
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body-scanner-console-window-damage-group-Toxin = Токсины: {$amount}
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body-scanner-console-window-damage-type-Poison = Яды: {$amount}
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@@ -13,9 +13,6 @@
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layers:
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- map: ["enum.PoweredLightLayers.Base"]
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state: base
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- map: ["enum.PoweredLightLayers.Glow"]
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state: glow
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shader: unshaded
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state: base
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- type: Fixtures
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fixtures:
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@@ -1213,7 +1213,6 @@
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id: FloorShuttleWhite
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name: tiles-white-shuttle-floor
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sprite: /Textures/Tiles/shuttlewhite.png
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variants: 4
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placementVariants:
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- 1.0
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- 1.0
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@@ -1267,7 +1266,6 @@
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id: FloorShuttleBlue
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name: tiles-blue-shuttle-floor
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sprite: /Textures/Tiles/shuttleblue.png
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variants: 4
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placementVariants:
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- 1.0
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- 1.0
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@@ -1285,7 +1283,6 @@
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id: FloorShuttleOrange
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name: tiles-orange-shuttle-floor
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sprite: /Textures/Tiles/shuttleorange.png
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variants: 4
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placementVariants:
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- 1.0
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- 1.0
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@@ -1303,7 +1300,6 @@
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id: FloorShuttlePurple
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name: tiles-purple-shuttle-floor
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sprite: /Textures/Tiles/shuttlepurple.png
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variants: 4
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placementVariants:
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- 1.0
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- 1.0
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@@ -1321,7 +1317,6 @@
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id: FloorShuttleRed
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name: tiles-red-shuttle-floor
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sprite: /Textures/Tiles/shuttlered.png
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variants: 4
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placementVariants:
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- 1.0
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- 1.0
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