* 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
34 lines
1000 B
C#
34 lines
1000 B
C#
using Content.Shared.Disease;
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using Content.Server.Buckle.Components;
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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 after a certain amount of time
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/// strapped.
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/// </summary>
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/// TODO: Revisit after bed pr merged
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public sealed class DiseaseBedrestCure : DiseaseCure
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{
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[ViewVariables(VVAccess.ReadWrite)]
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public int Ticker = 0;
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[DataField("maxLength", required: true)]
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[ViewVariables(VVAccess.ReadWrite)]
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public int MaxLength = 60;
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public override bool Cure(DiseaseEffectArgs args)
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{
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if (!args.EntityManager.TryGetComponent<BuckleComponent>(args.DiseasedEntity, out var buckle))
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return false;
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if (buckle.Buckled)
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Ticker++;
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return Ticker >= MaxLength;
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}
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public override string CureText()
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{
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return (Loc.GetString("diagnoser-cure-bedrest", ("time", MaxLength)));
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}
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}
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}
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