* - tweak: Shotgun firerate standartization.
* - tweak: Less storage clothing size.
* - tweak: No spears for nukies.
* - tweak: Slightly buff ling armor.
* - tweak: Nerf tranquilizers.
* Revert "Tranquilizer balance (#23979)"
This reverts commit 9e1342f3e4.
* - remove: Disable whisper aspect.
* - fix: Borer fix on transform person.
* - fix: Items no longer get dropped on transform.
* - tweak: Reduce ling tentacle stun time.
* - tweak: Update chitinous armor desc.
* - fix: Transform sting range check.
* - tweak: More explosion resistance.
* - tweak: Fuel tanks can't create vacuum.
* - fix: Fix transform while being carried.
* - fix: Monkey form.
* - fix: I have no brain but I must live.
* - tweak: Update ling desc.
* - tweak: Fleshmend heals airloss.
* - fix: New wiki rules.
* - fix: Fix missing polymorph.
* - tweak: Structural damage now works better.
* - tweak: Less reflect prob.
* - fix: Popup fix.
31 lines
1.1 KiB
C#
31 lines
1.1 KiB
C#
using Content.Server.Body.Systems;
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using Content.Shared.Body.Organ;
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using Content.Shared.Construction;
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using Content.Shared._White.CheapSurgery;
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using Content.Shared.Changeling;
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namespace Content.Server._White.Construction.Completions;
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public sealed partial class Surgery : IGraphAction
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{
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private ISawmill _sawmill = default!;
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public void PerformAction(EntityUid uid, EntityUid? userUid, IEntityManager entityManager)
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{
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_sawmill = Logger.GetSawmill("Surgery");
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var bodySystem = entityManager.EntitySysManager.GetEntitySystem<BodySystem>();
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if (!entityManager.TryGetComponent<ActiveSurgeryComponent>(uid, out var surgeryComponent))
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{
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_sawmill.Warning($"Entity {uid} does not have a ActiveSurgery Component");
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return;
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}
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if (entityManager.TryGetComponent<OrganComponent>(surgeryComponent.OrganUid, out var organComponent) &&
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!entityManager.HasComponent<ChangelingComponent>(uid))
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bodySystem.RemoveOrgan(surgeryComponent.OrganUid, organComponent);
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entityManager.RemoveComponent<ActiveSurgeryComponent>(uid);
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}
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}
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