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* Make BaseMedicalPDA abstract (#26567)

* Fix GasMixers/Filters not working (#26568)

* Fix GasMixers/Filters not working

* OKAY GAS FILTERS TOO

---------

Co-authored-by: Plykiya <plykiya@protonmail.com>

* Industrial Reagent Grinder Hotfix (#26571)

fixed

* Give stores the ability to check for owner only (#26573)

adds a check if the store belongs to the user

* Fix round start crash (causing instant restart) (#26579)

* Fix round start crash

* Make `TryCreateObjective` more error tolerant

* Update engine to v217.1.0 (#26588)

* Fix initial infected icon hiding (#26585)

* Fix Meta evac shuttle name (#26587)

* Make timer ignore client predict setting (#26554)

* Make timer ignore client predict setting

* making tests run

---------

Co-authored-by: wrexbe <wrexbe@protonmail.com>

* Make advertise system survive no map inits (#26553)

* Make advertise system survive no map inits

* Add comment to try prevent future bugs

* Update Credits (#26589)

Co-authored-by: PJBot <pieterjan.briers+bot@gmail.com>

* Fix fox spawn on reach (#26584)

Co-authored-by: wrexbe <wrexbe@protonmail.com>

* Removes SCAF armor (#26566)

* removes scaf armor

* replace maint loot spawner spot with basic helmet

* Update Patrons.yml (#26578)

* Automatic changelog update

* Make aghost command work on other players using optional argument (#26546)

* Translations

* Make aghost command work on other players using optional argument

* Reviews

* Automatic changelog update

* Add new component to Make sound on interact (#26523)

* Adds new Component: EmitSoundOnInteractUsing

* Missed an import

* File-scoping

* Replace ID check with Prototype check

* Moved component and system to shared. Set prediction to true.

* Removed impoper imports and changed namespace of component to reflect changed folder.

* Following function naming theme

* All this code is basically deltanedas's, but it was a learning experience for me

* Update Content.Shared/Sound/Components/EmitSoundOnInteractUsingComponent.cs

* Update Content.Shared/Sound/Components/EmitSoundOnInteractUsingComponent.cs

---------

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>

* Increase syndi duffelbag storage (#26565)

* Increase syndi duffelbag storage

* weh

* Automatic changelog update

* Adds construction/decon graphs for plastic flaps (#26341)

* Adds construction/decon graphs for plastic flaps

* Dang arbitrage

* undo conflict

---------

Co-authored-by: Velcroboy <velcroboy333@hotmail.com>

* Automatic changelog update

* Makes secglasses roundstart (#26487)

* makes secglasses roundstart

* fix epic fail

* fix tests questionmark?

* Update Resources/Prototypes/Entities/Clothing/Eyes/glasses.yml

Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>

---------

Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>

* Automatic changelog update

* Toilet Upgrade (needs review) (#22133)

* Toilet Draft

* fixes

* toilets now have secret stash to place items in cistern.

* fixes

* plungers now unblock toilets.

* fix sprite

* new sprites and fix

* fixes

* improve seat sprites.

* fix

* removed visualisersystem changed to genericvisualizers

* flush sound for toilets and copyright for toilet sprites.

* fix atrributions

* fixes

* fix datafield flushtime

* sprite improvements

* fixes

* multiple changes

* fix

* fix

* fixes remove vv

* moved stash related functions to secret stash system from toilet.

* fix

* fix

* changes for recent review.

* fix

* fix

* Automatic changelog update

* Uplink store interface searchable with a searchbar. (#24287)

* Can now search the uplink store interface with a searchbar.

* Search text updates no longer send server messages. Persists listings locally.

* Formatting fixes and tidying.

* Added helper method to get localised name and description (or otherwise, entity name and description) of store listing items.

* Update Content.Client/Store/Ui/StoreMenu.xaml

* Review change; moved localisation helper functions to their own class.

* Prevent thread-unsafe behaviour as-per review.

* Remove dummy boxcontainer

---------

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>

* Automatic changelog update

* Improved RCDs (#22799)

* Initial radial menu prototyping for the RCD

* Radial UI buttons can send messages to the server

* Beginning to update RCDSystem

* RCD building system in progress

* Further updates

* Added extra effects, RCDSystem now reads RCD prototype data

* Replacing tiles is instant, multiple constructions are allowed, deconstruction is broken

* Added extra functionality to RadialContainers plus documentation

* Fixed localization of RCD UI strings

* Menu opens near cursor, added basic RCD

* Avoiding merge conflict

* Implemented atomized construction / deconstruction rules

* Increased RCD ammo base charges

* Moved input context definition to content

* Removed obsoleted code

* Updates to system

* Switch machine and computer frames for electrical cabling

* Added construction ghosts

* Fixed issue with keybind detection code

* Fixed RCD construction ghost mispredications

* Code clean up

* Updated deconstruction effects

* RCDs effects don't rotate

* Code clean up

* Balancing for ammo counts

* Code clean up

* Added missing localized strings

* More clean up

* Made directional window handling more robust

* Added documentation to radial menus and made them no longer dependent on Content

* Made radial containers more robust

* Further robustness to the radial menu

* The RCD submenu buttons are only shown when the destination layer has at least one children

* Expanded upon deconstructing plus construction balance

* Fixed line endings

* Updated list of RCD deconstructable entities. Now needs a component to deconstruct instead of a tag

* Bug fixes

* Revert unnecessary change

* Updated RCD strings

* Fixed bug

* More fixes

* Deconstructed tiles/subflooring convert to lattice instead

* Fixed failed tests (Linux doesn't like invalid spritespecifer paths)

* Fixing merge conflict

* Updated airlock assembly

* Fixing merge conflict

* Fixing merge conflict

* More fixing...

* Removed erroneous project file change

* Fixed string handling issue

* Trying to fix merge conflict

* Still fixing merge conflicts

* Balancing

* Hidden RCD construction ghosts when in 'build' mode

* Fixing merge conflict

* Implemented requested changes (Part 1)

* Added more requested changes

* Fix for failed test. Removed sussy null suppression

* Made requested changes - custom construction ghost system was replaced

* Fixing merge conflict

* Fixed merge conflict

* Fixed bug in RCD construction ghost validation

* Fixing merge conflict

* Merge conflict fixed

* Made required update

* Removed lingering RCD deconstruct tag

* Fixing merge conflict

* Merge conflict fixed

* Made requested changes

* Bug fixes and balancing

* Made string names more consistent

* Can no longer stack catwalks

* Automatic changelog update

* Update submodule to 217.2.0 (#26592)

* Southern accent (#26543)

* created the AccentComponent and the AccentSystem

* word replacement schtuhff

* made it a trait fr ongg!!1

* Update Content.Server/Speech/EntitySystems/SouthernAccentSystem.cs

---------

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>

* Prevent storing liquids in equipped buckets (#24412)

* Block access to solutions in equipped spillables.

* Stop Drink verb appearing if the solution can't be accessed.

* Automatic changelog update

* Fix 'Hypopen shouldn't display solution examine text' (#26453)

* stealthy hypo

* ExaminableSolution hand check when in covert implement.

ExaminableSolution now has 'hidden' datafield to enable chemical inspection only in hand.

* cleaning code

* more cleaning

* Hidden datafield renamed to HeldOnly

* review

---------

Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>

* Automatic changelog update

* Revert Paint (#26593)

* Revert "Fix build (#26258)"

This reverts commit 6de5fbf.

* Revert "Spray Paint (Review Ready) (#23003)"

This reverts commit e4d5e7f.

# Conflicts:
#	Resources/Prototypes/Entities/Structures/Holographic/projections.yml

* Fix: Prevent single-use hyposprays from getting the toggle draw verb (#26595)

Prevent single-use hyposprays from getting the toggle draw verb

Co-authored-by: Plykiya <plykiya@protonmail.com>

* MeleeHitSoundSystem (#25005)

* Began work to unscrew melee noises

* finished

* cleanup

* cleanup

* Update Content.Server/Weapons/Melee/MeleeWeaponSystem.cs

Co-authored-by: Ed <96445749+TheShuEd@users.noreply.github.com>

* _Style

* Fix merge

---------

Co-authored-by: Ed <96445749+TheShuEd@users.noreply.github.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>

* Remove physics comp from VendingMachineWallmount (#25632)

* Remove physics comp from VendingMachineWallmount

* Fixtures removal

---------

Co-authored-by: Jeff <velcroboy333@hotmail.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>

* Remake hairflowers (#25475)

* Add more lily usage (orange hairflower and flowercrown)

* comit 2

* ee

* more fixes

* w

* im stupid

* bring poppy in authodrobe

* weh

---------

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>

* Automatic changelog update

* Injector UI shows TransferAmount change, Spilling liquid changes Injector mode (#26596)

* Injector UI shows TransferAmount change, spill changes mode

* Update Content.Shared/Fluids/SharedPuddleSystem.Spillable.cs

* Update Content.Shared/Fluids/SharedPuddleSystem.Spillable.cs

---------

Co-authored-by: Plykiya <plykiya@protonmail.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>

* Update submodule to 217.2.1 (#26599)

* disallow unanchoring or opening panels on locked emitters/APEs (#26600)

* disallow unanchoring or opening panels on locked emitters/APEs

* no locking open panels

* oops

* needback feedback

* Update Content.Shared/Lock/LockSystem.cs

* Update Content.Shared/Lock/LockSystem.cs

* Update Content.Shared/Lock/LockSystem.cs

* sanity

---------

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>

* Automatic changelog update

* Fix grave digging sound indefinitely playing if dug by aghost. (#26420)

Admins bypass doafters. As such, the code that runs on doafter
completion is ran before the sound is actually created. This then leads
to the sound never being stopped, and as such it would infinitely play.

This commit gets around the issue by manually stopping the sound should
the doafter fail to start. If we could be sure that the doafter would
never fail, then we could just move the call to StartDigging above
starting the doafter but this is currently not possible.

Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>

* Make the buttons on the map ui not squished (#26604)

Make the map ui work

Co-authored-by: wrexbe <wrexbe@protonmail.com>

* Combine flower crown and wreath (#26605)

* Combine flower crown and wreath

* huh

* huuh :trollface:

* Automatic changelog update

* Add AP damage to throwing knives (#26380)

* add

* ap

* no more stam dmg

* Automatic changelog update

* cancelable brig timers (#26557)

brig timers now cancelable. also some screensystem yakshave

* Fix orientation of roller skate sprites (#26627)

Co-authored-by: Eoin Mcloughlin <helloworld@eoinrul.es>

* Automatic changelog update

* Fix GastTileOverlay sending redundant data (#26623)

Fix GastTileOverlay not updating properly

* Auto DeAdmin sooner (#26551)

Co-authored-by: wrexbe <wrexbe@protonmail.com>

* Add briefcase to curadrobe and lawdrobe, and some briefcases cleanup (#26527)

* Add briefcase to curadrobe and some briefcases cleanup

* also add to lawdrobe

* Automatic changelog update

* Fix some text overflow bugs in HUD (#26615)

* Don't clip text in item status

* Fix overflow in examine tooltip

---------

Co-authored-by: Eoin Mcloughlin <helloworld@eoinrul.es>

* Adds two milk cartons to the BoozeOMat (#26635)

* Automatic changelog update

* made the hover text less vague (sorry) (#26630)

* blacklisted throwing knifes from pneumatic cannon (#26628)

* Fix radio jammer not blocking suit sensors. (#26632)

As it turns out, they are not in fact on their own netid. They are
actually just on wireless. The way I had tested my previous pr led to
this mistake being made. I originally had the radio jammer block
wireless as well, but decided to take out under the flase assumption
that it suit sensors were actually on their own netid and did not
require the ability to block all wireless packets at the last moment.

* Fix dirt decals in reach not being cleanable (#26636)

made all dirt decals cleanable

Co-authored-by: hamurlik <renoDeath@protonmail.com>

* Automatic changelog update

* Replace drill_hit.ogg and drill_use.ogg with better sounds (#26622)

* Replace drill_hit.ogg and drill_use.ogg with better sounds

* Fix attribution source for drill_hit.ogg

* Update Resources/Audio/Items/attributions.yml

Co-authored-by: Kara <lunarautomaton6@gmail.com>

* Update Resources/Audio/Items/attributions.yml

Co-authored-by: Kara <lunarautomaton6@gmail.com>

---------

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: Kara <lunarautomaton6@gmail.com>

* Gave Blast door access permissions (#26606)

Added access reader to all blast doors. Added pre configured blast doors for engineering and science.

* Gives all wheeled objects low friction (#26601)

* gives all wheeled objects friction

* adjustments to sum stuff

* Automatic changelog update

* Combine solution injection systems; Fix embeddable injectors (#26268)

* Combine injection systems

* Update Content.Server/Chemistry/EntitySystems/SolutionInjectOnEventSystem.cs

---------

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>

* Automatic changelog update

* Add ValueList import (#26640)

* Change assault borg modules texture (#26502)

* Update borg_modules.yml

* Fix borg_modules.yml?

* Uh

---------

Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>

* Automatic changelog update

* Add Cyborg Emote Sounds (#26594)

* Hal 9000's first emote

* Add Chime emote & Change variation to 0.05

* Modify Buzz emote

* Add Buzz-two emote

* modified Horn

* add ping emote

* add slowclap emote

* Convert slowclap.ogg to mono, reflect change in attribution.yml

* fix capitalization for all chatMessages && change all catagory to category

* remove all traces of slowclap.ogg

* forgor one file smh

* collating copywrite

* spelling mistakes will be the death of me

* more spelling mistakes

* change yml string to list

* Automatic changelog update

* Coordinates Disks & Shuttle FTL Travel (#23240)

* Adds the CentComm Disk and configures it to work with direct-use shuttles

* Added functionality for drone shuttles (i.e. cargo shuttle)

* Adds support for pods, and a disk console object for disks to be inserted into. Also sprites.

* Added the disk to HoP's locker

* Removed leftover logs & comments

* Fix for integration test

* Apply suggestions from code review (formatting & proper DataField)

Co-authored-by: 0x6273 <0x40@keemail.me>

* Fix integration test & changes based on code review

* Includes Disk Cases to contain Coordinate Disks, which are now CDs instead of Floppy Disks

* Check pods & non-evac shuttles for CentCom travel, even in FTL

* Import

* Remove CentCom travel restrictions & pod disk consoles

* Major changes that changes the coordinates disk system to work with salvage expeditions

* Missed CC diskcase removal

* Fix build

* Review suggestions and changes

* Major additional changes after merge

* Minor tag miss

* Integration test fix

* review

---------

Co-authored-by: 0x6273 <0x40@keemail.me>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>

* Automatic changelog update

* Add door electronics access configuration menu (#17778)

* Add door electronics configuration menu

* Use file-scoped namespaces

Signed-off-by: c4llv07e <kseandi@gmail.com>

* Open door electronics configuration menu only with network configurator

Signed-off-by: c4llv07e <kseandi@gmail.com>

* Doors will now try to move their AccessReaderComponent to their door electronics when the map is initialized

Signed-off-by: c4llv07e <kseandi@gmail.com>

* Make the access list in the id card computer a separate control

Signed-off-by: c4llv07e <kseandi@gmail.com>

* Fix merge conflict

Signed-off-by: c4llv07e <kseandi@gmail.com>

* Remove DoorElectronics tag

Signed-off-by: c4llv07e <kseandi@gmail.com>

* Integrate doors with #17927

Signed-off-by: c4llv07e <kseandi@gmail.com>

* Move door electornics ui stuff to the right place

Signed-off-by: c4llv07e <kseandi@gmail.com>

* Some review fixes

Signed-off-by: c4llv07e <kseandi@gmail.com>

* More fixes

Signed-off-by: c4llv07e <kseandi@gmail.com>

* review fix

Signed-off-by: c4llv07e <kseandi@gmail.com>

* move all accesses from airlock prototypes to door electronics

Signed-off-by: c4llv07e <kseandi@gmail.com>

* rework door electronics config access list

Signed-off-by: c4llv07e <kseandi@gmail.com>

* Remove Linq from the door electronics user interface

* [WIP] Add EntityWhitelist to the activatable ui component

Signed-off-by: c4llv07e <kseandi@gmail.com>

* Better interaction system

Signed-off-by: c4llv07e <kseandi@gmail.com>

* Refactor

Signed-off-by: c4llv07e <kseandi@gmail.com>

* Fix some door electronics not working without AccessReaderComponent

Signed-off-by: c4llv07e <kseandi@gmail.com>

* Move AccessReaderComponent update code to the AccessReaderSystem

Signed-off-by: c4llv07e <kseandi@gmail.com>

* Remove unnecesary newlines in the door access prototypes

Signed-off-by: c4llv07e <kseandi@gmail.com>

* Remove unused variables in access level control

Signed-off-by: c4llv07e <kseandi@gmail.com>

* Remove unnecessary method from the door electronics configuration menu

Signed-off-by: c4llv07e <kseandi@gmail.com>

* [WIP] change access type from string to ProtoId<AccessLevelPrototype>

Signed-off-by: c4llv07e <kseandi@gmail.com>

* Remove unused methods

Signed-off-by: c4llv07e <kseandi@gmail.com>

* Newline fix

Signed-off-by: c4llv07e <kseandi@gmail.com>

* Restored to a functional state

Signed-off-by: c4llv07e <kseandi@gmail.com>

* Fix access configurator not working with door electronics AccessReaderComponent

Signed-off-by: c4llv07e <kseandi@gmail.com>

* Replace all string access fields with ProtoId

Signed-off-by: c4llv07e <kseandi@gmail.com>

* move access level control initialization into Populate method

Signed-off-by: c4llv07e <kseandi@gmail.com>

* Review

---------

Signed-off-by: c4llv07e <kseandi@gmail.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>

* Automatic changelog update

* scoopable ash and foam, solution transfer prediction (#25832)

* move SolutionTransfer to shared and predict as much as possible

* fully move OpenableSystem to shared now that SolutionTransfer is

* fix imports for everything

* doc for solution transfer system

* trolling

* add scoopable system

* make ash and foam scoopable

* untroll

* untroll real

* make clickable it work

* troll

* the scooping room

---------

Co-authored-by: deltanedas <@deltanedas:kde.org>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>

* Replace the teleportation logic on the SCRAM implant! (#26429)

* Replace the teleportation logic on the SCRAM implant!

Now instead of just trying to pick a random tile in range 20 times, the
scram teleportation logic now:

- Gets a list of grids in range
- Until a suitable tile is picked it picks a random grid
- From that grid it picks a random tile.
- If the tile is suitable, then it is set as the target and the user
  will be teleported there.
- Grids and tiles are randomly picked as outlined above until a valid
  tile is found, or all valid grids and tiles are exhausted.
- Should no suitable tile be found then they get teleported to the same
  position they are at. Effectively not teleporting them.

* Actually make the defaults sane which I forgor in the last commit

* Extract tile section to its own function. Bias selection for current grid. Use proper coords for box.

* Address reviews as much as possible

* Address reviews

* Refactored AdvertiseComponent (#26598)

* Made it better

* ok

* alright

---------

Co-authored-by: wrexbe <wrexbe@protonmail.com>

* Bartender "Essentials" (#25367)

* drinks round 1

saving my progress before my hard drive explodes

* test 2

please work

* name fixes

whoops

* Update drinks.yml

* various fixes

am dumb

* add sol dry to vends

more fixes and changes, yippee!

* more fixes & ingame testing

shrimple tests

* last fixes :trollface:

should be ready for pr now

* Update soda.yml

sate thirst

* Automatic changelog update

* Add ERT Chaplain (#25956)

* ERT Chaplain

* Make BibleUser

* It was not intended

* reword my poor words

* 1984 a comment that I decided was unnecessary.

* Update Resources/Prototypes/Entities/Clothing/OuterClothing/hardsuits.yml

---------

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>

* Changes in chemicals page in guidebook (#25831)

* Added pages to chemical categories

The chemical categories have their own page now. Added the "Chemical Tabs" in /ServerInfo/Guidebook. Moved the Chemicals code from shiftsandjobs.yml to its own .yml file which is "chemicals.yml".

* Update guides.ftl

* Update chemicals.yml

Changed the guide entry's ID for the medical tab from Medicine to Medicinal.
Hope this works...

* Update Resources/ServerInfo/Guidebook/Chemical Tabs/Biological.xml

Co-authored-by: exincore <me@exin.xyz>

* Update Resources/ServerInfo/Guidebook/Chemical Tabs/Foods.xml

Co-authored-by: exincore <me@exin.xyz>

* Update Resources/ServerInfo/Guidebook/Chemical Tabs/Elements.xml

Co-authored-by: exincore <me@exin.xyz>

* Update Resources/ServerInfo/Guidebook/Chemical Tabs/Narcotics.xml

Co-authored-by: exincore <me@exin.xyz>

* Update Resources/ServerInfo/Guidebook/Chemical Tabs/Toxins.xml

Co-authored-by: exincore <me@exin.xyz>

* Fixed a few errors and stuff!

A few typos have been fixed thanks to exincore. Added dedicated .xml files to be used for the dedicated category pages (Medicinal and Botanical pages). Made it so it doesn't use any duplicated IDs anymore.
If there's more problems, please do tell so I can fix it!

* Update settings.json

* Fix?

---------

Co-authored-by: exincore <me@exin.xyz>

* Automatic changelog update

* Anomalies behaviours (#24683)

* Added new anomaly particle

* Add basic anomaly behaviour

* +2 parametres

* add functional to new particle

* add components to behaviours

* big content

* add shuffle, moved thing to server

* clean up

* fixes

* random pick redo

* bonjour behavioUr

* fix AJCM

* fix

* add some new behaviours

* power modifier behaviour

* rmeove timer

* new event for update ui fix

* refactor!

* fixes

* enum

* Fix mapinit

* Minor touches

---------

Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>

* Automatic changelog update

* Fix clipping/overlap in lathe machine UIs (#26646)

* Add scrollbars to lathe material list when necessary

* Fix bug where shrinking window would cause elements to overlap

---------

Co-authored-by: Eoin Mcloughlin <helloworld@eoinrul.es>

* Added chat window transparency slider to options (#24990)

* Adds a new slider to the misc tab in options that lets the player set chat window transparency

* Tweaked variable names

* Fixed order to match UI

* Renamed set chat window transparency function

* Changed and refactored to opacity instead of transparency

* Remove unnecessary int to float conversions

Slider used to be 0-100 while the CCVar was 0.0-1.0f. This is confusing and was only used for rounding to 2 decimal points.

* Round the value to two decimal points

* Remove rounding for now

* Rename

* Unhardcode chat color by moving to stylesheet

* Fix indent

* Make opacity slider only change opacity

---------

Co-authored-by: Your Name <you@example.com>
Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>

* Automatic changelog update

* Infinity books (#25840)

* setup text data

* roundstart reshuffling keywords with gibberish words

* saved data categorized

* add book with hints

* start redrawing books

* +4 book design

* +books +random visual upgrade

* finish first file

* finish lore file

* finish with books.rsi now authorbooks.rsi...

* aurora! and some fix

* nuke author books

* speelbuke update

* finish respriting work

* fix scientist guide visual

* setup datasets

* setup stupid funny random story

* restore author books, upgrade hint generation

* add variety to story generator

* add learning system

* minor textgen edit

* file restruct, hint count variation

* more restruct

* more renaming
add basis learning system logic. Spears locked for special book for test.

* nuke all systems, for splitting PR gods

* typo fix

* update migration with deleted books

* add random story books to maint

* Update construction-system.ftl

* Update Resources/Prototypes/Datasets/Names/books.yml

Co-authored-by: chromiumboy <50505512+chromiumboy@users.noreply.github.com>

* Update Resources/Prototypes/Datasets/Names/books.yml

Co-authored-by: chromiumboy <50505512+chromiumboy@users.noreply.github.com>

* Update Resources/Prototypes/Datasets/Names/books.yml

Co-authored-by: chromiumboy <50505512+chromiumboy@users.noreply.github.com>

* Update Resources/Prototypes/Datasets/Names/books.yml

Co-authored-by: chromiumboy <50505512+chromiumboy@users.noreply.github.com>

* Update Resources/Prototypes/Datasets/Names/books.yml

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* Update Resources/Prototypes/Datasets/Names/books.yml

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* Update Resources/Prototypes/Datasets/Names/books.yml

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* interchangeably

* final

* Update Resources/Prototypes/Datasets/Names/books.yml

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* "."

* Update Content.Server/Paper/PaperRandomStorySystem.cs

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* Ubazer fix

* inadequate

* localized

* Update meta.json

* fuck merge conflicts

* fix jani book

---------

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* Automatic changelog update

* Resprite ambuzol plus pills (#26651)

* Automatic changelog update

* Fixed air injector visuals (#26654)

* Make cyborgs hands explosion proof. (#26515)

* Make the advanced treatment modules beakers explosion-proof.

* undo changes

* Epic rename fail

* Explosion recursion data field

* Logic for data field

* Automatic changelog update

* Automatic changelog update

* Make typing indicator shaded (#26678)

* Automatic changelog update

* Validate wire layout prototypes and remove invalid WiresComponents (#26682)

Validate wire layout prototypes; delete invalid wirescomponents.

* Increase time inbetween anomaly pulses (#26677)

nerf anomaly pulse delays

* Automatic changelog update

* Fix for items dropped being rotated to world north (#26662)

* Fix rotation of dropped items

* combined world position rotation function for dumpable

* scuffed implementation?

* less scuffed?

* even less scuffed... I guess

* capital D

---------

Co-authored-by: Plykiya <plykiya@protonmail.com>

* Automatic changelog update

* fix double interaction popup (#26684)

change popentity to popupclient

* disable foam scooping (#26686)

Co-authored-by: deltanedas <@deltanedas:kde.org>

* Automatic changelog update

* Little disk printer sprite tweaks (#26711)

* Little disk printer sprite tweaks

* ill change this aswell

* fixed white_box.png (#26714)

* Delete Resources/Textures/Decals/bricktile.rsi/white_box.png

* Readded fixed version

one pixel change

* New lobby art: TerminalStation (#26505)

woop woop

* Automatic changelog update

* Unidentified corpses respect gender pronouns (#26715)

fix: LGBT erasure /j

* Things that can't go in disposals now don't "Miss" (#26716)

* Moved is canInsert check to before miss check

* Update Content.Server/Disposal/Unit/EntitySystems/DisposalUnitSystem.cs

---------

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>

* Clean up YAML issues in animals.yml (#26696)

* Cleaned up YAML issues in animals.yml

* Cleaned up TimedSpawnerComponent

* fix health analyzer crash (#26700)

Co-authored-by: deltanedas <@deltanedas:kde.org>

* Automatic changelog update

* Make the station start with random broken wiring (#26695)

Random wire cutting on round start

* Fix turned off thrusters consume power (#26690)

* Mail Unit Fix (whitelist) (#26688)

Fix Mail Unit

* Automatic changelog update

* OOC Patron Color Toggle (#26653)

* Adds the option for you to toggle your OOC Patron color visibility to yourself and others.

* Makes the button magically disappear if you arent a patron

* Automatic changelog update

* Fix random clothing slots being able to hide character's nose and hair (#26708)

Fix bug and formatting

* Automatic changelog update

* Make Zombie, Initial Infected fix (#26665)

Make zombie fix

* Suit Sensors No Longer Use a Hardcoded 'Total Health' (#26658)

* Suit sensors now know the 'total health' of an entity

* Missed the constructor 😔

* Stop mop buckets from spilling when you push them (#26706)

* Automatic changelog update

* Robotists technology icon fix (#26723)

fix

Co-authored-by: GeneralGaws <limonmessi@mail.ru>

* Make ducks more viable as an alternative to chickens. (#26729)

Quick tweak to make ducks on par with chickens at cargo

* Automatic changelog update

* Make the nutribrick one bite smaller (#26719)

Update snacks.yml

* Task/fix nightvision huds (#26726)

* StatusIcon: add field to set if icon should be rendered with shading

* set/unset shader based on icon field

* set new field to true for hud icons

* re-shade health bars

* Automatic changelog update

* Rework Identifier Overrides to prevent showing Law Priority (#26680)

Does-The-Fix

Co-authored-by: Mephisto72 <Mephisto.Respectator@proton.me>

* Make practice projectiles consistent in damage (#26731)

* Make practice weapon damage consistent to 1

* Add book reference to description

* Automatic changelog update

* fix mopbucket water level (#26740)

* Damage popup type can now be changed with a left click if allowed via component boolean. (#26734)

* Update DamagePopupSystem.cs

* Update DamagePopupSystem.cs

* Add ability to allow or deny type change via component bool

* Automatic changelog update

* CCVars.cs: Minor inconsistency fixes. (#26744)

Update CCVars.cs

* Fixes one file format inconsistency.
* Adds missing </summary> closing tag.

* Make baseball bat crafting require a slicing tool (#26742)

Make baseball bat crafting harder

* make fulton recipe faster and require cloth (#26747)

Co-authored-by: deltanedas <@deltanedas:kde.org>

* Automatic changelog update

* -fixed Broadcast button never enabling (#26750)

* Automatic changelog update

* Let Mindshields be effected by statusIcon shading (#26754)

Phone Webedit Ops

Original PR author forgot about mindshields for making status icons shaded. 

This can be done with other antag icons as well, I remember people mentioning revs being able to see each other in the dark was lame.

* Automatic changelog update

* Dionae now bleed sap, and this can be used to make syrup. (#25748)

* SapAndSyrup

* centrifug

* morewatervapor

* whyisitnotpushing

* nymphs

* lessrealmorefun

* Automatic changelog update

* Alerts crash fix (#26602)

- If the client tries to call ShowAlert while applying gamestates (e.g. initialising an entity) then this will cause problems. I need to double-check the initial PR before I'd be comfortable with this being merged.

* made thin firelocks constructable/deconstructable (#26745)

* Automatic changelog update

* Fire sprite change for mice (#26758)

* Add new fire sprite for mice that fits them better

* Add the sprite change to rats as well

* Moffroach and hamsters now also have more fitting fire sprites

* made the meta.json easier to read

* Automatic changelog update

* Change speed threshold for barefeet walking on glass shards and D4 (#26763)

Allow walking over glass shards and D4

Co-authored-by: Plykiya <plykiya@protonmail.com>

* Automatic changelog update

---------

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Showing 80 changed files with 795 additions and 272 deletions.
Original file line number Diff line number Diff line change
Expand Up @@ -210,9 +210,9 @@ private void PopulateDepartmentList(IEnumerable<SuitSensorStatus> departmentSens
specifier = new SpriteSpecifier.Rsi(new ResPath("Interface/Alerts/human_crew_monitoring.rsi"), "dead");
}

else if (sensor.TotalDamage != null)
else if (sensor.DamagePercentage != null)
{
var index = MathF.Round(4f * (sensor.TotalDamage.Value / 100f));
var index = MathF.Round(4f * sensor.DamagePercentage.Value);

if (index >= 5)
specifier = new SpriteSpecifier.Rsi(new ResPath("Interface/Alerts/human_crew_monitoring.rsi"), "critical");
Expand Down
1 change: 1 addition & 0 deletions Content.Client/Options/UI/Tabs/MiscTab.xaml
Original file line number Diff line number Diff line change
Expand Up @@ -49,6 +49,7 @@
<Label Text="{Loc 'ui-options-general-speech'}"
FontColorOverride="{xNamespace:Static s:StyleNano.NanoGold}"
StyleClasses="LabelKeyText"/>
<CheckBox Name="ShowOocPatronColor" Text="{Loc 'ui-options-show-ooc-patron-color'}" />
<CheckBox Name="ShowLoocAboveHeadCheckBox" Text="{Loc 'ui-options-show-looc-on-head'}" />
<CheckBox Name="FancySpeechBubblesCheckBox" Text="{Loc 'ui-options-fancy-speech'}" />
<CheckBox Name="FancyNameBackgroundsCheckBox" Text="{Loc 'ui-options-fancy-name-background'}" />
Expand Down
11 changes: 11 additions & 0 deletions Content.Client/Options/UI/Tabs/MiscTab.xaml.cs
Original file line number Diff line number Diff line change
Expand Up @@ -3,11 +3,14 @@
using Content.Shared.CCVar;
using Content.Shared.HUD;
using Robust.Client.AutoGenerated;
using Robust.Client.Player;
using Robust.Client.UserInterface;
using Robust.Client.UserInterface.Controls;
using Robust.Client.UserInterface.XAML;
using Robust.Shared;
using Robust.Shared.Configuration;
using Robust.Shared.Network;
using Robust.Shared.Player;
using Robust.Shared.Prototypes;
using Range = Robust.Client.UserInterface.Controls.Range;

Expand All @@ -16,6 +19,7 @@ namespace Content.Client.Options.UI.Tabs
[GenerateTypedNameReferences]
public sealed partial class MiscTab : Control
{
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly IConfigurationManager _cfg = default!;
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;

Expand Down Expand Up @@ -55,8 +59,11 @@ public MiscTab()
UpdateApplyButton();
};

ShowOocPatronColor.Visible = _playerManager.LocalSession?.Channel.UserData.PatronTier is { } patron;

HudThemeOption.OnItemSelected += OnHudThemeChanged;
DiscordRich.OnToggled += OnCheckBoxToggled;
ShowOocPatronColor.OnToggled += OnCheckBoxToggled;
ShowLoocAboveHeadCheckBox.OnToggled += OnCheckBoxToggled;
ShowHeldItemCheckBox.OnToggled += OnCheckBoxToggled;
ShowCombatModeIndicatorsCheckBox.OnToggled += OnCheckBoxToggled;
Expand All @@ -73,6 +80,7 @@ public MiscTab()

HudThemeOption.SelectId(_hudThemeIdToIndex.GetValueOrDefault(_cfg.GetCVar(CVars.InterfaceTheme), 0));
DiscordRich.Pressed = _cfg.GetCVar(CVars.DiscordEnabled);
ShowOocPatronColor.Pressed = _cfg.GetCVar(CCVars.ShowOocPatronColor);
ShowLoocAboveHeadCheckBox.Pressed = _cfg.GetCVar(CCVars.LoocAboveHeadShow);
ShowHeldItemCheckBox.Pressed = _cfg.GetCVar(CCVars.HudHeldItemShow);
ShowCombatModeIndicatorsCheckBox.Pressed = _cfg.GetCVar(CCVars.CombatModeIndicatorsPointShow);
Expand Down Expand Up @@ -130,6 +138,7 @@ private void OnApplyButtonPressed(BaseButton.ButtonEventArgs args)
_cfg.SetCVar(CCVars.HudHeldItemShow, ShowHeldItemCheckBox.Pressed);
_cfg.SetCVar(CCVars.CombatModeIndicatorsPointShow, ShowCombatModeIndicatorsCheckBox.Pressed);
_cfg.SetCVar(CCVars.OpaqueStorageWindow, OpaqueStorageWindowCheckBox.Pressed);
_cfg.SetCVar(CCVars.ShowOocPatronColor, ShowOocPatronColor.Pressed);
_cfg.SetCVar(CCVars.LoocAboveHeadShow, ShowLoocAboveHeadCheckBox.Pressed);
_cfg.SetCVar(CCVars.ChatEnableFancyBubbles, FancySpeechBubblesCheckBox.Pressed);
_cfg.SetCVar(CCVars.ChatFancyNameBackground, FancyNameBackgroundsCheckBox.Pressed);
Expand Down Expand Up @@ -158,6 +167,7 @@ private void UpdateApplyButton()
var isShowHeldItemSame = ShowHeldItemCheckBox.Pressed == _cfg.GetCVar(CCVars.HudHeldItemShow);
var isCombatModeIndicatorsSame = ShowCombatModeIndicatorsCheckBox.Pressed == _cfg.GetCVar(CCVars.CombatModeIndicatorsPointShow);
var isOpaqueStorageWindow = OpaqueStorageWindowCheckBox.Pressed == _cfg.GetCVar(CCVars.OpaqueStorageWindow);
var isOocPatronColorShowSame = ShowOocPatronColor.Pressed == _cfg.GetCVar(CCVars.ShowOocPatronColor);
var isLoocShowSame = ShowLoocAboveHeadCheckBox.Pressed == _cfg.GetCVar(CCVars.LoocAboveHeadShow);
var isFancyChatSame = FancySpeechBubblesCheckBox.Pressed == _cfg.GetCVar(CCVars.ChatEnableFancyBubbles);
var isFancyBackgroundSame = FancyNameBackgroundsCheckBox.Pressed == _cfg.GetCVar(CCVars.ChatFancyNameBackground);
Expand All @@ -175,6 +185,7 @@ private void UpdateApplyButton()
isShowHeldItemSame &&
isCombatModeIndicatorsSame &&
isOpaqueStorageWindow &&
isOocPatronColorShowSame &&
isLoocShowSame &&
isFancyChatSame &&
isFancyBackgroundSame &&
Expand Down
7 changes: 0 additions & 7 deletions Content.Client/Overlays/EntityHealthBarOverlay.cs
Original file line number Diff line number Diff line change
Expand Up @@ -19,25 +19,21 @@ namespace Content.Client.Overlays;
/// </summary>
public sealed class EntityHealthBarOverlay : Overlay
{
[Dependency] private readonly IPrototypeManager _prototype = default!;
private readonly IEntityManager _entManager;
private readonly SharedTransformSystem _transform;
private readonly MobStateSystem _mobStateSystem;
private readonly MobThresholdSystem _mobThresholdSystem;
private readonly ProgressColorSystem _progressColor;
public override OverlaySpace Space => OverlaySpace.WorldSpaceBelowFOV;
public HashSet<string> DamageContainers = new();
private readonly ShaderInstance _shader;

public EntityHealthBarOverlay(IEntityManager entManager)
{
IoCManager.InjectDependencies(this);
_entManager = entManager;
_transform = _entManager.System<SharedTransformSystem>();
_mobStateSystem = _entManager.System<MobStateSystem>();
_mobThresholdSystem = _entManager.System<MobThresholdSystem>();
_progressColor = _entManager.System<ProgressColorSystem>();
_shader = _prototype.Index<ShaderPrototype>("unshaded").Instance();
}

protected override void Draw(in OverlayDrawArgs args)
Expand All @@ -50,8 +46,6 @@ protected override void Draw(in OverlayDrawArgs args)
var scaleMatrix = Matrix3.CreateScale(new Vector2(scale, scale));
var rotationMatrix = Matrix3.CreateRotation(-rotation);

handle.UseShader(_shader);

var query = _entManager.AllEntityQueryEnumerator<MobThresholdsComponent, MobStateComponent, DamageableComponent, SpriteComponent>();
while (query.MoveNext(out var uid,
out var mobThresholdsComponent,
Expand Down Expand Up @@ -122,7 +116,6 @@ protected override void Draw(in OverlayDrawArgs args)
handle.DrawRect(pixelDarken, Black.WithAlpha(128));
}

handle.UseShader(null);
handle.SetTransform(Matrix3.Identity);
}

Expand Down
17 changes: 10 additions & 7 deletions Content.Client/StatusIcon/StatusIconOverlay.cs
Original file line number Diff line number Diff line change
Expand Up @@ -3,9 +3,9 @@
using Robust.Client.GameObjects;
using Robust.Client.Graphics;
using Robust.Shared.Enums;
using System.Numerics;
using Robust.Shared.Prototypes;
using Robust.Shared.Timing;
using System.Numerics;

namespace Content.Client.StatusIcon;

Expand All @@ -18,7 +18,7 @@ public sealed class StatusIconOverlay : Overlay
private readonly SpriteSystem _sprite;
private readonly TransformSystem _transform;
private readonly StatusIconSystem _statusIcon;
private readonly ShaderInstance _shader;
private readonly ShaderInstance _unshadedShader;

public override OverlaySpace Space => OverlaySpace.WorldSpaceBelowFOV;

Expand All @@ -29,7 +29,7 @@ internal StatusIconOverlay()
_sprite = _entity.System<SpriteSystem>();
_transform = _entity.System<TransformSystem>();
_statusIcon = _entity.System<StatusIconSystem>();
_shader = _prototype.Index<ShaderPrototype>("unshaded").Instance();
_unshadedShader = _prototype.Index<ShaderPrototype>("unshaded").Instance();
}

protected override void Draw(in OverlayDrawArgs args)
Expand All @@ -42,8 +42,6 @@ protected override void Draw(in OverlayDrawArgs args)
var scaleMatrix = Matrix3.CreateScale(new Vector2(1, 1));
var rotationMatrix = Matrix3.CreateRotation(-eyeRot);

handle.UseShader(_shader);

var query = _entity.AllEntityQueryEnumerator<StatusIconComponent, SpriteComponent, TransformComponent, MetaDataComponent>();
while (query.MoveNext(out var uid, out var comp, out var sprite, out var xform, out var meta))
{
Expand Down Expand Up @@ -111,11 +109,16 @@ protected override void Draw(in OverlayDrawArgs args)

}

if (proto.IsShaded)
handle.UseShader(null);
else
handle.UseShader(_unshadedShader);

var position = new Vector2(xOffset, yOffset);
handle.DrawTexture(texture, position);
}
}

handle.UseShader(null);
handle.UseShader(null);
}
}
}
3 changes: 1 addition & 2 deletions Content.Server/Chat/Managers/ChatManager.cs
Original file line number Diff line number Diff line change
Expand Up @@ -244,8 +244,7 @@ private void SendOOC(ICommonSession player, string message)
var prefs = _preferencesManager.GetPreferences(player.UserId);
colorOverride = prefs.AdminOOCColor;
}
if (player.Channel.UserData.PatronTier is { } patron &&
PatronOocColors.TryGetValue(patron, out var patronColor))
if ( _netConfigManager.GetClientCVar(player.Channel, CCVars.ShowOocPatronColor) && player.Channel.UserData.PatronTier is { } patron && PatronOocColors.TryGetValue(patron, out var patronColor))
{
wrappedMessage = Loc.GetString("chat-manager-send-ooc-patron-wrap-message", ("patronColor", patronColor),("playerName", player.Name), ("message", FormattedMessage.EscapeText(message)));
}
Expand Down
5 changes: 5 additions & 0 deletions Content.Server/Damage/Components/DamagePopupComponent.cs
Original file line number Diff line number Diff line change
Expand Up @@ -5,6 +5,11 @@ namespace Content.Server.Damage.Components;
[RegisterComponent, Access(typeof(DamagePopupSystem))]
public sealed partial class DamagePopupComponent : Component
{
/// <summary>
/// Bool that will be used to determine if the popup type can be changed with a left click.
/// </summary>
[DataField("allowTypeChange")] [ViewVariables(VVAccess.ReadWrite)]
public bool AllowTypeChange = false;
/// <summary>
/// Enum that will be used to determine the type of damage popup displayed.
/// </summary>
Expand Down
20 changes: 19 additions & 1 deletion Content.Server/Damage/Systems/DamagePopupSystem.cs
Original file line number Diff line number Diff line change
@@ -1,7 +1,8 @@
using System.Linq;
using Content.Server.Damage.Components;
using Content.Server.Popups;
using Content.Shared.Damage;
using Robust.Shared.Player;
using Content.Shared.Interaction;

namespace Content.Server.Damage.Systems;

Expand All @@ -13,6 +14,7 @@ public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<DamagePopupComponent, DamageChangedEvent>(OnDamageChange);
SubscribeLocalEvent<DamagePopupComponent, InteractHandEvent>(OnInteractHand);
}

private void OnDamageChange(EntityUid uid, DamagePopupComponent component, DamageChangedEvent args)
Expand All @@ -33,4 +35,20 @@ private void OnDamageChange(EntityUid uid, DamagePopupComponent component, Damag
_popupSystem.PopupEntity(msg, uid);
}
}

private void OnInteractHand(EntityUid uid, DamagePopupComponent component, InteractHandEvent args)
{
if (component.AllowTypeChange)
{
if (component.Type == Enum.GetValues(typeof(DamagePopupType)).Cast<DamagePopupType>().Last())
{
component.Type = Enum.GetValues(typeof(DamagePopupType)).Cast<DamagePopupType>().First();
}
else
{
component.Type = (DamagePopupType) (int) component.Type + 1;
}
_popupSystem.PopupEntity("Target set to type: " + component.Type.ToString(), uid);
}
}
}
Original file line number Diff line number Diff line change
Expand Up @@ -299,7 +299,12 @@ private void OnThrowCollide(EntityUid uid, SharedDisposalUnitComponent component
var canInsert = CanInsert(uid, component, args.Thrown);
var randDouble = _robustRandom.NextDouble();

if (!canInsert || randDouble > 0.75)
if (!canInsert)
{
return;
}

if (randDouble > 0.75)
{
_audioSystem.PlayPvs(component.MissSound, uid);

Expand Down
3 changes: 3 additions & 0 deletions Content.Server/Fluids/EntitySystems/PuddleSystem.Spillable.cs
Original file line number Diff line number Diff line change
Expand Up @@ -143,6 +143,9 @@ private void SpillOnLand(Entity<SpillableComponent> entity, ref LandEvent args)
if (Openable.IsClosed(entity.Owner))
return;

if (!entity.Comp.SpillWhenThrown)
return;

if (args.User != null)
{
_adminLogger.Add(LogType.Landed,
Expand Down
Original file line number Diff line number Diff line change
@@ -0,0 +1,29 @@
using Content.Shared.Whitelist;

namespace Content.Server.GameTicking.Rules.VariationPass.Components;

/// <summary>
/// Handles cutting a random wire on random devices around the station.
/// </summary>
[RegisterComponent]
public sealed partial class CutWireVariationPassComponent : Component
{
/// <summary>
/// Blacklist of hackable entities that should not be chosen to
/// have wires cut.
/// </summary>
[DataField]
public EntityWhitelist Blacklist = new();

/// <summary>
/// Chance for an individual wire to be cut.
/// </summary>
[DataField]
public float WireCutChance = 0.05f;

/// <summary>
/// Maximum number of wires that can be cut stationwide.
/// </summary>
[DataField]
public int MaxWiresCut = 10;
}
Original file line number Diff line number Diff line change
@@ -0,0 +1,39 @@
using Content.Server.GameTicking.Rules.VariationPass.Components;
using Content.Server.Wires;
using Robust.Shared.Random;

namespace Content.Server.GameTicking.Rules.VariationPass;

/// <summary>
/// Handles cutting a random wire on random devices around the station.
/// This system identifies target devices and adds <see cref="CutWireOnMapInitComponent"/> to them.
/// The actual wire cutting is handled by <see cref="CutWireOnMapInitSystem"/>.
/// </summary>
public sealed class CutWireVariationPassSystem : VariationPassSystem<CutWireVariationPassComponent>
{
protected override void ApplyVariation(Entity<CutWireVariationPassComponent> ent, ref StationVariationPassEvent args)
{
var wiresCut = 0;
var query = AllEntityQuery<WiresComponent, TransformComponent>();
while (query.MoveNext(out var uid, out _, out var transform))
{
// Ignore if not part of the station
if (!IsMemberOfStation((uid, transform), ref args))
continue;

// Check against blacklist
if (ent.Comp.Blacklist.IsValid(uid))
continue;

if (Random.Prob(ent.Comp.WireCutChance))
{
EnsureComp<CutWireOnMapInitComponent>(uid);
wiresCut++;

// Limit max wires cut
if (wiresCut >= ent.Comp.MaxWiresCut)
break;
}
}
}
}
5 changes: 3 additions & 2 deletions Content.Server/GameTicking/Rules/ZombieRuleSystem.cs
Original file line number Diff line number Diff line change
Expand Up @@ -249,7 +249,7 @@ private void InfectInitialPlayers(ZombieRuleComponent component)
_playerManager.Sessions,
component.PatientZeroPrototypeId,
includeAllJobs: false,
customExcludeCondition: player => HasComp<ZombieImmuneComponent>(player) || HasComp<InitialInfectedExemptComponent>(player)
customExcludeCondition: player => HasComp<ZombieImmuneComponent>(player) || HasComp<InitialInfectedExemptComponent>(player)
);

//And get all players, excluding ZombieImmune and roles with CanBeAntag = False - to fill any leftover initial infected slots
Expand All @@ -259,7 +259,7 @@ private void InfectInitialPlayers(ZombieRuleComponent component)
acceptableAntags: Shared.Antag.AntagAcceptability.All,
includeAllJobs: false ,
ignorePreferences: true,
customExcludeCondition: HasComp<ZombieImmuneComponent>
customExcludeCondition: HasComp<ZombieImmuneComponent>
);

//If there are no players to choose, abort
Expand Down Expand Up @@ -293,6 +293,7 @@ private void MakeZombie(EntityUid entity, ZombieRuleComponent component)

//Add the role to the mind silently (to avoid repeating job assignment)
_roles.MindAddRole(mind, new InitialInfectedRoleComponent { PrototypeId = component.PatientZeroPrototypeId }, silent: true);
EnsureComp<InitialInfectedComponent>(entity);

//Add the zombie components and grace period
var pending = EnsureComp<PendingZombieComponent>(entity);
Expand Down
6 changes: 6 additions & 0 deletions Content.Server/Medical/HealthAnalyzerSystem.cs
Original file line number Diff line number Diff line change
Expand Up @@ -49,6 +49,12 @@ public override void Update(float frameTime)
if (component.ScannedEntity is not {} patient)
continue;

if (Deleted(patient))
{
StopAnalyzingEntity((uid, component), patient);
continue;
}

component.NextUpdate = _timing.CurTime + component.UpdateInterval;

//Get distance between health analyzer and the scanned entity
Expand Down
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