var humanReadableState = controller.Injecting ? "Inject" : "Not inject";
_adminLogger.Add(LogType.Action, LogImpact.Extreme, $"{EntityManager.ToPrettyString(user.Value):player} has set the AME to inject {controller.InjectionAmount} while set to {humanReadableState}");
+ /* This needs to be information which an admin is very likely to want to be informed about in order to be an admin alert or have a sound notification.
+ At the time of editing, players regularly "overclock" the AME and those cases require no admin attention.
+
// Admin alert
var safeLimit = 0;
if (TryGetAMENodeGroup(uid, out var group))
controller.EffectCooldown = _gameTiming.CurTime + controller.CooldownDuration;
}
}
+ */
}
public void AdjustInjectionAmount(EntityUid uid, int delta, int min = 0, int max = int.MaxValue, EntityUid? user = null, AmeControllerComponent? controller = null)