Popup.PopupEntity(Loc.GetString("injector-component-injecting-user"), target, user);
}
- if (!SolutionContainers.TryGetSolution(injector.Owner, InjectorComponent.SolutionName, out _, out var solution))
+ if (!SolutionContainers.TryGetSolution(injector.Owner, injector.Comp.SolutionName, out _, out var solution))
return;
var actualDelay = MathHelper.Max(injector.Comp.Delay, TimeSpan.FromSeconds(1));
private void TryInject(Entity<InjectorComponent> injector, EntityUid targetEntity,
Entity<SolutionComponent> targetSolution, EntityUid user, bool asRefill)
{
- if (!SolutionContainers.TryGetSolution(injector.Owner, InjectorComponent.SolutionName, out var soln,
+ if (!SolutionContainers.TryGetSolution(injector.Owner, injector.Comp.SolutionName, out var soln,
out var solution) || solution.Volume == 0)
return;
private void AfterInject(Entity<InjectorComponent> injector, EntityUid target)
{
// Automatically set syringe to draw after completely draining it.
- if (SolutionContainers.TryGetSolution(injector.Owner, InjectorComponent.SolutionName, out _,
+ if (SolutionContainers.TryGetSolution(injector.Owner, injector.Comp.SolutionName, out _,
out var solution) && solution.Volume == 0)
{
SetMode(injector, InjectorToggleMode.Draw);
private void AfterDraw(Entity<InjectorComponent> injector, EntityUid target)
{
// Automatically set syringe to inject after completely filling it.
- if (SolutionContainers.TryGetSolution(injector.Owner, InjectorComponent.SolutionName, out _,
+ if (SolutionContainers.TryGetSolution(injector.Owner, injector.Comp.SolutionName, out _,
out var solution) && solution.AvailableVolume == 0)
{
SetMode(injector, InjectorToggleMode.Inject);
private void TryDraw(Entity<InjectorComponent> injector, Entity<BloodstreamComponent?> target,
Entity<SolutionComponent> targetSolution, EntityUid user)
{
- if (!SolutionContainers.TryGetSolution(injector.Owner, InjectorComponent.SolutionName, out var soln,
+ if (!SolutionContainers.TryGetSolution(injector.Owner, injector.Comp.SolutionName, out var soln,
out var solution) || solution.AvailableVolume == 0)
{
return;