if (!Resolve(parent, ref bodyComp, false))
return;
- if (component.IsVital && !GetBodyChildrenOfType(parent, component.PartType, bodyComp).Any())
+ if (_timing.IsFirstTimePredicted && component.IsVital && !GetBodyChildrenOfType(parent, component.PartType, bodyComp).Any())
{
// TODO BODY SYSTEM KILL : remove this when wounding and required parts are implemented properly
var damage = new DamageSpecifier(Prototypes.Index<DamageTypePrototype>("Bloodloss"), 300);
using Content.Shared.Standing;
using Robust.Shared.Containers;
using Robust.Shared.Prototypes;
+using Robust.Shared.Timing;
namespace Content.Shared.Body.Systems;
/// </summary>
public const string OrganSlotContainerIdPrefix = "body_organ_slot_";
+ [Dependency] private readonly IGameTiming _timing = default!;
[Dependency] protected readonly IPrototypeManager Prototypes = default!;
[Dependency] protected readonly DamageableSystem Damageable = default!;
[Dependency] protected readonly MovementSpeedModifierSystem Movement = default!;