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Only auto-enable internals when necessary #28248
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Does this account for toxic gasses in the air? I haven't read the code but I could imagine this causing issues if, say, a Vox spawned but didn't turn on internals due to the fact that there's Nitrogen in the airmix, ignoring the oxygen. |
Not yet, but I can add that |
Should now check for toxic gasses as well, though GetSaturation is still pretty janky |
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merge at will lgtm
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
This PR changes the internals
StartingGearEquippedEvent
logic so that it only enables internals when required, and only if the linked tank actually allows the entity to survive. Should hopefully stop the random test failures.The most dubious code is in
RespiratorSystem.GetSaturation()
, as that bodges some of the reagent effect condition checks, which generally require a fullReagentEffectArgs
struct.