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fixing the handling of the RespiratorComponent without checking (#42665)
* the correction itself * it will be more adequate * doc * not log - not debug * ohhh
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@@ -226,16 +226,18 @@ public sealed class NukeOpsTest
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Assert.That(total, Is.GreaterThan(3));
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// Check the nukie commander passed basic training and figured out how to breathe.
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var totalSeconds = 30;
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var totalTicks = (int) Math.Ceiling(totalSeconds / server.Timing.TickPeriod.TotalSeconds);
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var increment = 5;
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var resp = entMan.GetComponent<RespiratorComponent>(player);
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var damage = entMan.GetComponent<DamageableComponent>(player);
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for (var tick = 0; tick < totalTicks; tick += increment)
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if (entMan.TryGetComponent<RespiratorComponent>(player, out var resp))
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{
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await pair.RunTicksSync(increment);
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Assert.That(resp.SuffocationCycles, Is.LessThanOrEqualTo(resp.SuffocationCycleThreshold));
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Assert.That(damage.TotalDamage, Is.EqualTo(FixedPoint2.Zero));
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var totalSeconds = 30;
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var totalTicks = (int)Math.Ceiling(totalSeconds / server.Timing.TickPeriod.TotalSeconds);
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var increment = 5;
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var damage = entMan.GetComponent<DamageableComponent>(player);
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for (var tick = 0; tick < totalTicks; tick += increment)
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{
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await pair.RunTicksSync(increment);
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Assert.That(resp.SuffocationCycles, Is.LessThanOrEqualTo(resp.SuffocationCycleThreshold));
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Assert.That(damage.TotalDamage, Is.EqualTo(FixedPoint2.Zero));
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}
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}
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// Check that the round does not end prematurely when agents are deleted in the outpost
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@@ -204,7 +204,7 @@ public sealed class RespiratorSystem : EntitySystem
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/// <returns>Returns true only if the air is not toxic, and it wouldn't suffocate.</returns>
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public bool CanMetabolizeInhaledAir(Entity<RespiratorComponent?> ent)
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{
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if (!Resolve(ent, ref ent.Comp))
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if (!Resolve(ent, ref ent.Comp, false))
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return false;
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// Get the gas at our location but don't actually remove it from the gas mixture.
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