Alchemy instruments (#122)

* add beer barrel

* add vet

* add storage to vat

* make bucket viable!

* bandage vat item fix

* Update vat.yml

* add small vial

* tiny vial

* Update SharedStorageSystem.cs

* Create biological.yml

* spilable and bonfire climbing
This commit is contained in:
Ed
2024-04-30 16:48:08 +03:00
committed by GitHub
parent 743c732162
commit 0169cb55d8
33 changed files with 414 additions and 21 deletions

View File

@@ -124,7 +124,7 @@ public sealed class InjectorSystem : SharedInjectorSystem
Popup.PopupEntity(Loc.GetString("injector-component-injecting-user"), target, user);
}
if (!SolutionContainers.TryGetSolution(injector.Owner, InjectorComponent.SolutionName, out _, out var solution))
if (!SolutionContainers.TryGetSolution(injector.Owner, injector.Comp.SolutionName, out _, out var solution))
return;
var actualDelay = MathHelper.Max(injector.Comp.Delay, TimeSpan.FromSeconds(1));
@@ -254,7 +254,7 @@ public sealed class InjectorSystem : SharedInjectorSystem
private void TryInject(Entity<InjectorComponent> injector, EntityUid targetEntity,
Entity<SolutionComponent> targetSolution, EntityUid user, bool asRefill)
{
if (!SolutionContainers.TryGetSolution(injector.Owner, InjectorComponent.SolutionName, out var soln,
if (!SolutionContainers.TryGetSolution(injector.Owner, injector.Comp.SolutionName, out var soln,
out var solution) || solution.Volume == 0)
return;
@@ -296,7 +296,7 @@ public sealed class InjectorSystem : SharedInjectorSystem
private void AfterInject(Entity<InjectorComponent> injector, EntityUid target)
{
// Automatically set syringe to draw after completely draining it.
if (SolutionContainers.TryGetSolution(injector.Owner, InjectorComponent.SolutionName, out _,
if (SolutionContainers.TryGetSolution(injector.Owner, injector.Comp.SolutionName, out _,
out var solution) && solution.Volume == 0)
{
SetMode(injector, InjectorToggleMode.Draw);
@@ -310,7 +310,7 @@ public sealed class InjectorSystem : SharedInjectorSystem
private void AfterDraw(Entity<InjectorComponent> injector, EntityUid target)
{
// Automatically set syringe to inject after completely filling it.
if (SolutionContainers.TryGetSolution(injector.Owner, InjectorComponent.SolutionName, out _,
if (SolutionContainers.TryGetSolution(injector.Owner, injector.Comp.SolutionName, out _,
out var solution) && solution.AvailableVolume == 0)
{
SetMode(injector, InjectorToggleMode.Inject);
@@ -324,7 +324,7 @@ public sealed class InjectorSystem : SharedInjectorSystem
private void TryDraw(Entity<InjectorComponent> injector, Entity<BloodstreamComponent?> target,
Entity<SolutionComponent> targetSolution, EntityUid user)
{
if (!SolutionContainers.TryGetSolution(injector.Owner, InjectorComponent.SolutionName, out var soln,
if (!SolutionContainers.TryGetSolution(injector.Owner, injector.Comp.SolutionName, out var soln,
out var solution) || solution.AvailableVolume == 0)
{
return;