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[FIX] More fix#2646

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CrimeMoot wants to merge 11 commits intoAdventureTimeSS14:masterfrom
CrimeMoot:MASS_FIXX
Open

[FIX] More fix#2646
CrimeMoot wants to merge 11 commits intoAdventureTimeSS14:masterfrom
CrimeMoot:MASS_FIXX

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@CrimeMoot CrimeMoot commented Mar 20, 2026

Техническая информация

  • Изменения были протестированы на локальном сервере, и всё работает отлично.
  • PR закончен и требует просмотра изменений.

Чейнджлог

🆑 CrimeMoot

  • add: Теперь деньги можно разделить на конкретные суммы, а не только на 10-20-30-40-50 и пополам.
  • fix: Рептилии теперь могут есть мышей и сырую пищу без вреда здоровью.
  • fix: Красная водолазка библиотекаря переехала в раздел формы
  • fix: Запрос для баунти, который требуется ящики инструментов - теперь принимает любые ящики. А не только пустые
  • fix: Органы животных можно измельчить
  • fix: Возвращена возможность делать искусственные цветные кристаллы в химии. Ранее при реакции они не появлялись
  • fix: Теперь приёмы БИ заполняются в логах администрации для отслеживание

@github-actions github-actions bot added size/M Changes: Localization Изменение локализации Status: Needs Review and removed size/M labels Mar 20, 2026
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coderabbitai bot commented Mar 20, 2026

Walkthrough

Добавлена серверная обработка пользовательского ввода для разделения стопки через RequestCustomSplit с использованием IPlayerManager и диалога ввода; ввод валидируется и при успешном результате выполняется Split и попытка подобрать объект через Hands.PickupOrDrop с показом попапа. Введён SpawnRandomEntityEntityEffectSystem и дефиниция SpawnRandomEntity для случайного спавна прототипов. В ComboEffects добавлены записи в админлог и заменены вызовы TryChangeDamage на ChangeDamage с учётом результата для логирования. Добавлены/обновлены локали и несколько prototype/recipe/metadata изменений (Pinpointer, Extractable для органов, теги Toolbox, loadouts, реакции/токсины и т.д.).

Possibly related PRs

Suggested labels

Changes: UI, S: Untriaged

Suggested reviewers

  • M1and1B
  • Unlumy
  • Red-Lis
🚥 Pre-merge checks | ✅ 1 | ❌ 2

❌ Failed checks (2 warnings)

Check name Status Explanation Resolution
Title check ⚠️ Warning Название "[FIX] More fix" слишком расплывчатое и не отражает основные изменения в PR (пользовательский раздел стека, логирование комбо-эффектов, спауны сущностей, теги инструментов и многое другое). Используйте более конкретное название, которое отражает основные изменения, например: "[FIX] Add custom stack split, combo logging, spawn effects and other improvements" или выберите наиболее значимое изменение.
Docstring Coverage ⚠️ Warning Docstring coverage is 15.38% which is insufficient. The required threshold is 80.00%. Write docstrings for the functions missing them to satisfy the coverage threshold.
✅ Passed checks (1 passed)
Check name Status Explanation
Description check ✅ Passed Описание содержит детальное объяснение изменений, включая тестирование и структурированный чейнджлог на русском языке, соответствующих сути PR.

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Actionable comments posted: 7

🧹 Nitpick comments (3)
Resources/Prototypes/Catalog/Fills/Items/toolboxes.yml (1)

25-27: Рекомендуется использовать # ADT-Tweak-Start / # ADT-Tweak-End для многострочных изменений.

Согласно coding guidelines, многострочные изменения в файлах вне папки /ADT/ должны использовать маркеры # ADT-Tweak-Start и # ADT-Tweak-End. Текущий формат # ADT-Tweak на первой строке работает, но не соответствует примеру из базового кода (### Start ADT Tweak / ### End ADT Tweak в toolbox.yml).

🤖 Prompt for AI Agents
Verify each finding against the current code and only fix it if needed.

In `@Resources/Prototypes/Catalog/Fills/Items/toolboxes.yml` around lines 25 - 27,
Replace the single-line marker "# ADT-Tweak" used before the multi-line block
containing the "type: Tag" entry and its "tags: - Toolbox" with the two-marker
style "# ADT-Tweak-Start" and "# ADT-Tweak-End": wrap the entire multi-line
change (the "type: Tag" mapping and its "tags" sequence) between these start and
end markers so it follows the required multi-line ADT tweak convention used
elsewhere (e.g., replace the lone "# ADT-Tweak" comment near the "type: Tag"
block with "# ADT-Tweak-Start" immediately before the block and add "#
ADT-Tweak-End" immediately after).
Content.Shared/Stacks/SharedStackSystem.cs (1)

245-252: Необходимо добавить маркеры ADT-Tweak start/end.

Метод RequestCustomSplit добавлен в файл вне папки /ADT/, но не обёрнут в маркеры // ADT-Tweak start и // ADT-Tweak end. Упоминание в XML-комментарии недостаточно.

🔧 Предлагаемое исправление
-    /// <summary>
-    /// ADT-Tweak: Request custom split amount from user
-    /// </summary>
-    protected virtual void RequestCustomSplit(Entity<StackComponent> stack, Entity<TransformComponent?> user)
-    {
-        // Implemented on server
-    }
+    // ADT-Tweak start
+    /// <summary>
+    /// Request custom split amount from user
+    /// </summary>
+    protected virtual void RequestCustomSplit(Entity<StackComponent> stack, Entity<TransformComponent?> user)
+    {
+        // Implemented on server
+    }
+    // ADT-Tweak end
🤖 Prompt for AI Agents
Verify each finding against the current code and only fix it if needed.

In `@Content.Shared/Stacks/SharedStackSystem.cs` around lines 245 - 252, Метод
RequestCustomSplit в классе SharedStackSystem был добавлен без обрамления
маркерами адаптации; оберните тело (или определение) этого метода
комментариями-триггерами "// ADT-Tweak start" перед и "// ADT-Tweak end" после,
сохранив XML-комментарий и сигнатуру метода, чтобы инструмент ADT правильно
обнаруживал этот твик (ищите метод RequestCustomSplit(Entity<StackComponent>
stack, Entity<TransformComponent?> user) и добавьте точные маркеры рядом с ним).
Content.Server/Stack/StackSystem.cs (1)

311-346: Рекомендуется добавить проверку на удаление сущности в callback.

Согласно паттернам, используемым в других системах проекта (например, CritMobActionsSystem и PrayerSystem), в callback-ах QuickDialog следует проверять, не была ли сущность удалена, прежде чем с ней взаимодействовать. Если игрок или стак будут удалены пока диалог открыт, текущий код может вызвать ошибки.

🔧 Предлагаемое исправление
             _quickDialog.OpenDialog<int>(
                 session,
                 Loc.GetString("comp-stack-split-custom-title"),
                 Loc.GetString("comp-stack-split-custom-description", ("count", maxCount)),
                 (int amount) =>
                 {
+                    // Guard against entity deletion while dialog was open
+                    if (Deleted(stack.Owner) || Deleted(user.Owner))
+                        return;
+
+                    if (!Resolve(user.Owner, ref user.Comp, false))
+                        return;
+
                     if (amount <= 0)
                     {
                         Popup.PopupCursor(Loc.GetString("comp-stack-split-too-small"), user.Owner, PopupType.Medium);
                         return;
                     }
 
-                    if (amount > maxCount)
+                    // Re-check current stack count as it may have changed
+                    if (amount > stack.Comp.Count)
                     {
                         Popup.PopupCursor(Loc.GetString("comp-stack-split-too-large"), user.Owner, PopupType.Medium);
                         return;
                     }
🤖 Prompt for AI Agents
Verify each finding against the current code and only fix it if needed.

In `@Content.Server/Stack/StackSystem.cs` around lines 311 - 346, The QuickDialog
callback must re-check that the involved entities still exist and their
components are resolvable before using them; update the lambda passed to
_quickDialog.OpenDialog in RequestCustomSplit to verify the user entity
(user.Owner) and the stack entity (stack.Owner) are still valid (e.g., call
Resolve(user.Owner, ref user.Comp, false) and Resolve(stack.Owner, ref
stack.Comp, false) or check entity deletion/existence) before calling Split or
Hands.PickupOrDrop, and bail out early if either check fails.
🤖 Prompt for all review comments with AI agents
Verify each finding against the current code and only fix it if needed.

Inline comments:
In `@Content.Shared/ADT/Combat/ComboEffects.cs`:
- Around line 118-120: The admin log entries currently live outside the success
branches and thus report "performed" even when effects failed; for each logged
effect (e.g., in ComboEffectToDowned and other combo effect handlers that call
TryKnockdown, ComboEvents, SetCoordinates, SwapPositions) move the
adminLogger.Add call into the branch that confirms the effect succeeded (e.g.,
after TryKnockdown returns true, after ComboEvents indicates success, or after a
successful SetCoordinates/SwapPositions), or if you must keep it outside, change
the message to explicitly say "attempted" and include the success
boolean/result; update all similar occurrences noted (lines ~118, 427-429,
513-515, 533-535) so logs only claim success when the operation actually
succeeded or are clearly marked as attempts.
- Around line 53-55: Строки, передаваемые в adminLogger.Add (вызовы через
ISharedAdminLogManager) не должны быть литералами — вынесите текст в FTL и
замените литерал на вызов Loc.GetString("adm-log-combo-damage", ("actor",
entMan.ToPrettyString(user)), ("subject", entMan.ToPrettyString(target)),
("damage", damageResult.GetTotal())); добавьте соответствующую запись в .ftl с
ключом adm-log-combo-damage и placeholders для actor/subject/damage; проделайте
аналогичную замену для всех остальных новых adminLogger.Add(...) в файле,
используя те же символы (adminLogger.Add, Loc.GetString,
damageResult.GetTotal(), entMan.ToPrettyString(...)) чтобы локализация работала
корректно.
- Around line 24-27: Reorder the using directives at the top of ComboEffects.cs
so they are alphabetized: place Content.Shared.Administration.Logs,
Content.Shared.Database, Robust.Shared.GameObjects, then Robust.Shared.IoC;
update the existing block (the lines mentioning
Content.Shared.Administration.Logs, Content.Shared.Database, Robust.Shared.IoC,
Robust.Shared.GameObjects) to that exact alphabetical order to satisfy the style
rule (no code logic changes required).

In
`@Content.Shared/ADT/EntityEffects/Effects/EntitySpawning/SpawnRandomEntityEntityEffectSystem.cs`:
- Line 17: Remove the unused dependency field _prototype from the
SpawnRandomEntityEntityEffectSystem: delete the line "[Dependency] private
readonly IPrototypeManager _prototype = default!;" (and drop any resulting
unused using/imports if they become orphaned). Ensure no other members reference
_prototype; if they do, either reintroduce a used dependency or refactor those
references to avoid the field. Adjust constructor/DI registration only if it was
specifically added for this field.
- Around line 67-71: The guidebook text currently hardcodes "random crystal"
inside EntitySpawning.EntityEffectSystem.EntityEffectGuidebookText; replace that
hardcoded string with a localized string by calling Loc.GetString with a new key
(e.g. "entity-effect-random-crystal") and pass the result as the ("entname",
...) parameter instead of the literal "random crystal"; ensure the new key is
added to the FTL localization files and keep other parameters (Probability,
Number) unchanged.
- Around line 27-30: Проверьте перед выбором случайного прототипа, что коллекция
args.Effect.Prototypes не null и не пустая; в методе в
SpawnRandomEntityEntityEffectSystem, перед вызовом
_random.Pick(args.Effect.Prototypes) внутри цикла for (var i = 0; i < quantity;
i++), добавьте защиту (например пропуск итерации или лог и продолжение) когда
Prototypes пустой или null, чтобы избежать аварийного выбора; сохраните
существующую ветку с args.Effect.Predicted без изменений, только добавьте эту
предварительную проверку и соответствующий ранний continue/return.

In `@Resources/Prototypes/Recipes/Reactions/fun.yml`:
- Around line 156-166: The YAML block defining the SpawnRandomEntity reaction
(the !type: SpawnRandomEntity node with the prototypes list including
ShardCrystalGreen, ShardCrystalPink, etc., and predicted: false) is missing the
required ADT-Tweak comment markers; wrap this entire block with the mandatory
comment lines (e.g., add a "# ADT-Tweak-Start" comment immediately before the
!type: SpawnRandomEntity line and a "# ADT-Tweak-End" comment immediately after
the predicted: false line) so the change outside /ADT/ complies with the policy.

---

Nitpick comments:
In `@Content.Server/Stack/StackSystem.cs`:
- Around line 311-346: The QuickDialog callback must re-check that the involved
entities still exist and their components are resolvable before using them;
update the lambda passed to _quickDialog.OpenDialog in RequestCustomSplit to
verify the user entity (user.Owner) and the stack entity (stack.Owner) are still
valid (e.g., call Resolve(user.Owner, ref user.Comp, false) and
Resolve(stack.Owner, ref stack.Comp, false) or check entity deletion/existence)
before calling Split or Hands.PickupOrDrop, and bail out early if either check
fails.

In `@Content.Shared/Stacks/SharedStackSystem.cs`:
- Around line 245-252: Метод RequestCustomSplit в классе SharedStackSystem был
добавлен без обрамления маркерами адаптации; оберните тело (или определение)
этого метода комментариями-триггерами "// ADT-Tweak start" перед и "// ADT-Tweak
end" после, сохранив XML-комментарий и сигнатуру метода, чтобы инструмент ADT
правильно обнаруживал этот твик (ищите метод
RequestCustomSplit(Entity<StackComponent> stack, Entity<TransformComponent?>
user) и добавьте точные маркеры рядом с ним).

In `@Resources/Prototypes/Catalog/Fills/Items/toolboxes.yml`:
- Around line 25-27: Replace the single-line marker "# ADT-Tweak" used before
the multi-line block containing the "type: Tag" entry and its "tags: - Toolbox"
with the two-marker style "# ADT-Tweak-Start" and "# ADT-Tweak-End": wrap the
entire multi-line change (the "type: Tag" mapping and its "tags" sequence)
between these start and end markers so it follows the required multi-line ADT
tweak convention used elsewhere (e.g., replace the lone "# ADT-Tweak" comment
near the "type: Tag" block with "# ADT-Tweak-Start" immediately before the block
and add "# ADT-Tweak-End" immediately after).

ℹ️ Review info
⚙️ Run configuration

Configuration used: Repository UI

Review profile: CHILL

Plan: Pro

Run ID: 8723526d-af7f-4adc-9559-ecae23ab4e1f

📥 Commits

Reviewing files that changed from the base of the PR and between 55e3e56 and 0a30da0.

📒 Files selected for processing (13)
  • Content.Server/Stack/StackSystem.cs
  • Content.Shared/ADT/Combat/ComboEffects.cs
  • Content.Shared/ADT/EntityEffects/Effects/EntitySpawning/SpawnRandomEntityEntityEffectSystem.cs
  • Content.Shared/Stacks/SharedStackSystem.cs
  • Resources/Locale/en-US/ADT/stack.ftl
  • Resources/Locale/ru-RU/ADT/stack.ftl
  • Resources/Prototypes/ADT/Entities/Objects/Devices/syndicate_pinpointer.yml
  • Resources/Prototypes/Body/Organs/Animal/animal.yml
  • Resources/Prototypes/Catalog/Fills/Items/toolboxes.yml
  • Resources/Prototypes/Entities/Objects/Tools/cowtools.yml
  • Resources/Prototypes/Loadouts/loadout_groups.yml
  • Resources/Prototypes/Reagents/toxins.yml
  • Resources/Prototypes/Recipes/Reactions/fun.yml

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Actionable comments posted: 2

Caution

Some comments are outside the diff and can’t be posted inline due to platform limitations.

⚠️ Outside diff range comments (1)
Content.Shared/ADT/Combat/ComboEffects.cs (1)

344-355: ⚠️ Potential issue | 🟠 Major

Не логируйте успешную остановку захвата без проверки текущей пары puller/pulled.

Сейчас достаточно иметь PullerComponent/PullableComponent, чтобы запись ушла как performed, но код не проверяет, что puller.Pulling действительно указывает на эту цель. Если сущность тянет кого-то другого, audit trail зафиксирует ложное действие на неверной паре.

🐛 Минимальная правка
-        if (!entMan.TryGetComponent<PullerComponent>(user, out var puller) || !entMan.TryGetComponent<PullableComponent>(target, out var pulled))
+        if (!entMan.TryGetComponent<PullerComponent>(user, out var puller) ||
+            puller.Pulling != target ||
+            !entMan.TryGetComponent<PullableComponent>(target, out var pulled))
             return;
@@
-        if (!entMan.TryGetComponent<PullerComponent>(target, out var puller) || !entMan.TryGetComponent<PullableComponent>(user, out var pulled))
+        if (!entMan.TryGetComponent<PullerComponent>(target, out var puller) ||
+            puller.Pulling != user ||
+            !entMan.TryGetComponent<PullableComponent>(user, out var pulled))
             return;

Also applies to: 364-375

🤖 Prompt for AI Agents
Verify each finding against the current code and only fix it if needed.

In `@Content.Shared/ADT/Combat/ComboEffects.cs` around lines 344 - 355, The admin
log is recorded whenever both PullerComponent and PullableComponent exist, even
if they are not paired; only log (and/or perform the stop-pull sequence) when
the components actually reference each other. Update the code around
PullingSystem, PullerComponent, PullableComponent and the calls to
TryLowerGrabStageOrStopPulling/TryStopPull so you first check that
puller.Pulling == target (and/or pulled.Puller == user) or that TryStopPull
returned true; only then run the loop and call TryStopPull and only then call
adminLogger.Add with the performed message. Ensure the pairing check uses the
PullerComponent.Pulling and PullableComponent.Puller fields to validate the
current pair before logging.
♻️ Duplicate comments (2)
Content.Shared/ADT/Combat/ComboEffects.cs (2)

24-27: ⚠️ Potential issue | 🟡 Minor

Переставьте новые using по алфавиту.

В ADT-файлах это правило репозитория; здесь Robust.Shared.GameObjects должен идти перед Robust.Shared.IoC.

♻️ Минимальная правка
 using Content.Shared.Administration.Logs;
 using Content.Shared.Database;
-using Robust.Shared.IoC;
 using Robust.Shared.GameObjects;
+using Robust.Shared.IoC;

As per coding guidelines: И ещё смотри за тем чтобы using был в алфавитном порядке в наших /ADT/ системах и компонентах.

🤖 Prompt for AI Agents
Verify each finding against the current code and only fix it if needed.

In `@Content.Shared/ADT/Combat/ComboEffects.cs` around lines 24 - 27, Reorder the
using directives in ComboEffects.cs so they are alphabetized for ADT files:
place Robust.Shared.GameObjects before Robust.Shared.IoC, resulting in the
sequence Content.Shared.Administration.Logs, Content.Shared.Database,
Robust.Shared.GameObjects, Robust.Shared.IoC; update the using block that
currently lists Content.Shared.Administration.Logs, Content.Shared.Database,
Robust.Shared.IoC, Robust.Shared.GameObjects to the corrected alphabetical
order.

53-56: ⚠️ Potential issue | 🟡 Minor

Вынесите новые тексты admin-логов в FTL.

Все добавленные здесь adminLogger.Add(...) всё ещё содержат захардкоженный текст в .cs. По правилам репозитория эти строки нужно вынести в .ftl и получать через Loc.GetString(...).

As per coding guidelines: Указывай на твёрдо вписанный текст в "Вот в таких строках" в переменных, он должен быть в ftl файлах, а в .cs использовать Loc.GetString("text-help-loc"); вот этот менеджер для локализации переводов.

Also applies to: 74-76, 118-120, 143-145, 176-178, 211-213, 237-239, 270-272, 287-289, 310-312, 333-335, 353-355, 373-375, 426-428, 493-495, 512-514, 532-534, 554-556, 594-596

🤖 Prompt for AI Agents
Verify each finding against the current code and only fix it if needed.

In `@Content.Shared/ADT/Combat/ComboEffects.cs` around lines 53 - 56, The
adminLogger.Add calls in ComboEffects.cs (e.g., the call using
entMan.ToPrettyString(user), entMan.ToPrettyString(target),
damageResult.GetTotal() and the variable adminLogger) contain hardcoded messages
and must be moved to an FTL entry and retrieved with Loc.GetString; replace each
adminLogger.Add(...) message string with
Loc.GetString("combo-effects-admin-log", ("actor", entMan.ToPrettyString(user)),
("subject", entMan.ToPrettyString(target)), ("damage", damageResult.GetTotal()))
(or similar named key) and add matching entries in the .ftl file for all listed
occurrences (lines around the shown call and the other referenced ranges) so the
log uses localized templates with placeholder replacements.
🤖 Prompt for all review comments with AI agents
Verify each finding against the current code and only fix it if needed.

Inline comments:
In `@Content.Shared/ADT/Combat/ComboEffects.cs`:
- Around line 267-272: Check the boolean result of status.TryAddStatusEffect
when applying MutedComponent in ComboMuteEffect (and similarly for slowdown in
ComboSlowdownEffect); only call adminLogger.Add with the successful-action
message when TryAddStatusEffect returns true, or alternatively change the log
text to indicate an attempted application if the call returns false—locate the
TryAddStatusEffect<MutedComponent>(target, "Muted", ...) and corresponding
slowdown call and gate the adminLogger.Add / entMan.ToPrettyString(...) logging
behind the returned bool.

In `@Resources/Prototypes/Recipes/Reactions/fun.yml`:
- Around line 156-168: The ADT-Tweak block markers use the wrong format/casing;
replace the existing "ADT-Tweak start" and "ADT-Tweak end" markers around the
SpawnRandomEntity block with the canonical markers "ADT-Tweak-Start" (capital S)
and "ADT-Tweak-end" (lowercase e) so the existing SpawnRandomEntity entry and
its prototypes (e.g., ShardCrystalGreen, ShardCrystalPink, etc.) remain
unchanged but are correctly wrapped by the standardized ADT-Tweak markers.

---

Outside diff comments:
In `@Content.Shared/ADT/Combat/ComboEffects.cs`:
- Around line 344-355: The admin log is recorded whenever both PullerComponent
and PullableComponent exist, even if they are not paired; only log (and/or
perform the stop-pull sequence) when the components actually reference each
other. Update the code around PullingSystem, PullerComponent, PullableComponent
and the calls to TryLowerGrabStageOrStopPulling/TryStopPull so you first check
that puller.Pulling == target (and/or pulled.Puller == user) or that TryStopPull
returned true; only then run the loop and call TryStopPull and only then call
adminLogger.Add with the performed message. Ensure the pairing check uses the
PullerComponent.Pulling and PullableComponent.Puller fields to validate the
current pair before logging.

---

Duplicate comments:
In `@Content.Shared/ADT/Combat/ComboEffects.cs`:
- Around line 24-27: Reorder the using directives in ComboEffects.cs so they are
alphabetized for ADT files: place Robust.Shared.GameObjects before
Robust.Shared.IoC, resulting in the sequence Content.Shared.Administration.Logs,
Content.Shared.Database, Robust.Shared.GameObjects, Robust.Shared.IoC; update
the using block that currently lists Content.Shared.Administration.Logs,
Content.Shared.Database, Robust.Shared.IoC, Robust.Shared.GameObjects to the
corrected alphabetical order.
- Around line 53-56: The adminLogger.Add calls in ComboEffects.cs (e.g., the
call using entMan.ToPrettyString(user), entMan.ToPrettyString(target),
damageResult.GetTotal() and the variable adminLogger) contain hardcoded messages
and must be moved to an FTL entry and retrieved with Loc.GetString; replace each
adminLogger.Add(...) message string with
Loc.GetString("combo-effects-admin-log", ("actor", entMan.ToPrettyString(user)),
("subject", entMan.ToPrettyString(target)), ("damage", damageResult.GetTotal()))
(or similar named key) and add matching entries in the .ftl file for all listed
occurrences (lines around the shown call and the other referenced ranges) so the
log uses localized templates with placeholder replacements.

ℹ️ Review info
⚙️ Run configuration

Configuration used: Repository UI

Review profile: CHILL

Plan: Pro

Run ID: 07f28e31-dfc5-4159-b15a-28219ad1d09a

📥 Commits

Reviewing files that changed from the base of the PR and between 4ad6f75 and d04088f.

📒 Files selected for processing (5)
  • Content.Shared/ADT/Combat/ComboEffects.cs
  • Content.Shared/ADT/EntityEffects/Effects/EntitySpawning/SpawnRandomEntityEntityEffectSystem.cs
  • Resources/Locale/en-US/ADT/EntityEffects/entity-effects.ftl
  • Resources/Locale/ru-RU/ADT/EntityEffects/entity-effects.ftl
  • Resources/Prototypes/Recipes/Reactions/fun.yml
✅ Files skipped from review due to trivial changes (2)
  • Resources/Locale/ru-RU/ADT/EntityEffects/entity-effects.ftl
  • Resources/Locale/en-US/ADT/EntityEffects/entity-effects.ftl
🚧 Files skipped from review as they are similar to previous changes (1)
  • Content.Shared/ADT/EntityEffects/Effects/EntitySpawning/SpawnRandomEntityEntityEffectSystem.cs

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