* Disease system first pass * Renamed HealthChange * First working version of diseases (wtf???) * Fix the cursed yaml initialization * Pop-Up effect * Generic status effect * Create copy of prototype * CureDiseaseEffect * Disease resistance * Spaceacillin * Nerf spaceacillin now that we know it works * Sneezing, Coughing, Snoughing * Fix queuing, prevent future issues * Disease protection * Disease outbreak event * Disease Reagent Cure * Chem cause disease effect * Disease artifacts * Try infect when interacting with diseased * Diseases don't have to be infectious * Talking without a mask does a snough * Temperature cure * Bedrest * DiseaseAdjustReagent * Tweak how disease statuses work to be a bit less shit * A few more diseases * Natural immunity (can't get the same disease twice) * Polished up some diseases, touched up spaceacillin production * Rebalanced transmission * Edit a few diseases, make disease cures support a minimum value * Nitrile gloves, more disease protection sources * Health scanner shows diseased status * Clean up disease system * Traitor item * Mouth swabs * Disease diagnoser machine * Support for clean samples * Vaccines + fixes * Pass on disease resistant clothes * More work on non-infectious diseases & vaccines * Handle dead bodies * Added the relatively CBT visualizer * Pass over diseases and their populators * Comment stuff * Readability cleanup * Add printing sound to diagnoser, fix printing bug * vaccinator sound, seal up some classes * Make disease protection equip detection not shit (thanks whoever wrote addaccentcomponent) * Mirror review * More review stuff * More mirror review stuff * Refactor snoughing * Redid report creator * Fix snough messages, new vaccinator sound * Mirror review naming * Woops, forgot the artifact * Add recipes and fills * Rebalance space cold and robovirus * Give lizarb disease interaction stuff * Tweak some stuff and move things around * Add diseases to mice (since animal vectors are interesting and can be used to make vaccines) * Remove unused reagent
35 lines
1.1 KiB
C#
35 lines
1.1 KiB
C#
using Content.Server.Temperature.Components;
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using Content.Shared.Disease;
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namespace Content.Server.Disease.Cures
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{
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/// <summary>
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/// Cures the disease if temperature is within certain bounds.
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/// </summary>
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public sealed class DiseaseBodyTemperatureCure : DiseaseCure
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{
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[DataField("min")]
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public float Min = 0;
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[DataField("max")]
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public float Max = float.MaxValue;
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public override bool Cure(DiseaseEffectArgs args)
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{
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if (!args.EntityManager.TryGetComponent(args.DiseasedEntity, out TemperatureComponent temp))
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return false;
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return temp.CurrentTemperature > Min && temp.CurrentTemperature < float.MaxValue;
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}
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public override string CureText()
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{
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if (Min == 0)
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return Loc.GetString("diagnoser-cure-temp-max", ("max", Math.Round(Max)));
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if (Max == float.MaxValue)
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return Loc.GetString("diagnoser-cure-temp-min", ("min", Math.Round(Min)));
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return Loc.GetString("diagnoser-cure-temp-both", ("max", Math.Round(Max)), ("min", Math.Round(Min)));
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}
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}
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}
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