Predict healing and bloodstream (#38690)
* initial commit * reapply 38126 * fix rootable * someone missed an important minus sign here * try this * fix * fix * reenable crit hits * cleanup * fix status time dirtying * fix * camelCase
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@@ -1,10 +1,9 @@
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using Content.Server.Atmos.EntitySystems;
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using Content.Server.Body.Components;
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using Content.Server.Body.Systems;
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using Content.Shared.Chemistry.EntitySystems;
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using Content.Server.Forensics;
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using Content.Shared.Body.Components;
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using Content.Shared.Chemistry;
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using Content.Shared.Chemistry.Reagent;
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using Content.Shared.Clothing.Components;
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using Content.Shared.Clothing.EntitySystems;
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using Content.Shared.FixedPoint;
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@@ -17,7 +16,6 @@ using Content.Shared.Temperature;
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using Robust.Server.GameObjects;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Containers;
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using System.Linq;
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using Content.Shared.Atmos;
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namespace Content.Server.Nutrition.EntitySystems
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@@ -159,7 +157,7 @@ namespace Content.Server.Nutrition.EntitySystems
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}
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_reactiveSystem.DoEntityReaction(containerManager.Owner, inhaledSolution, ReactionMethod.Ingestion);
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_bloodstreamSystem.TryAddToChemicals(containerManager.Owner, inhaledSolution, bloodstream);
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_bloodstreamSystem.TryAddToChemicals((containerManager.Owner, bloodstream), inhaledSolution);
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}
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_timer -= UpdateTimer;
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