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crystall-punk-14/Content.Server/GameObjects/Components/Body/Behavior/HeartBehaviorComponent.cs

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using Content.Shared.GameObjects.Components.Body.Behavior;
using Content.Shared.GameObjects.Components.Body.Networks;
using Robust.Shared.GameObjects;
namespace Content.Server.GameObjects.Components.Body.Behavior
{
[RegisterComponent]
[ComponentReference(typeof(SharedHeartBehaviorComponent))]
public class HeartBehaviorComponent : SharedHeartBehaviorComponent
{
private float _accumulatedFrameTime;
public override void Update(float frameTime)
{
// TODO BODY do between pre and metabolism
if (Mechanism?.Body == null ||
!Mechanism.Body.Owner.HasComponent<SharedBloodstreamComponent>())
{
return;
}
// Update at most once per second
_accumulatedFrameTime += frameTime;
// TODO: Move/accept/process bloodstream reagents only when the heart is pumping
if (_accumulatedFrameTime >= 1)
{
// bloodstream.Update(_accumulatedFrameTime);
_accumulatedFrameTime -= 1;
}
}
}
}