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crystall-punk-14/Content.Server/Disease/Components/DiseaseProtectionComponent.cs

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Diseases (#7057) * 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
2022-03-13 21:02:55 -04:00
namespace Content.Server.Disease.Components
{
/// <summary>
/// Value added to clothing to give its wearer
/// protection against infection from diseases
/// </summary>
[RegisterComponent]
public sealed class DiseaseProtectionComponent : Component
{
/// <summary>
/// Float value between 0 and 1, will be subtracted
/// from the infection chance (which is base 0.7)
/// Reference guide is a full biosuit w/gloves & mask
/// should add up to exactly 0.7
/// </summary>
[DataField("protection")]
public float Protection = 0.1f;
/// <summary>
/// Is the component currently being worn and affecting someone's disease
/// resistance? Making the unequip check not totally CBT
/// </summary>
public bool IsActive = false;
}
}