Allow partial smellers to detect bodies in closed containers - #5570
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No actionable comments were generated in the recent review. 🎉 ℹ️ Recent review info⚙️ Run configurationConfiguration used: Repository UI Review profile: CHILL Plan: Pro Plus Run ID: 📒 Files selected for processing (1)
🚧 Files skipped from review as they are similar to previous changes (1)
📝 WalkthroughSummaryPartial smellers can detect scent markers from corpses inside closed containers. Non-corpse scent markers remain hidden from partial smellers. This supports paramedic and K9 gameplay. It helps players find corpses hidden in lockers and maintenance areas before they rot. Changes
Risk areas
Guideline gapsNone identified from the available PR context. WalkthroughScent markers now record whether their emitter was dead at emission or refresh time. Partial perception no longer hides contained markers marked ChangesScent marker visibility
Estimated code review effort: 1 (Trivial) | ~5 minutes Possibly related PRs
Suggested reviewers: 🚥 Pre-merge checks | ✅ 5✅ Passed checks (5 passed)
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Actionable comments posted: 2
🤖 Prompt for all review comments with AI agents
Verify each finding against current code. Fix only still-valid issues, skip the
rest with a brief reason, keep changes minimal, and validate.
Inline comments:
In `@Content.Server/_Starlight/Scent/Systems/ScentSystem.cs`:
- Line 459: Update both IsDead calls in ScentSystem, including the assignments
to markerComp.WasDead at the referenced locations, to use the injected
MobStateSystem dependency and its overload that accepts the resolved
MobStateComponent; do not reference an undeclared MobState receiver.
In `@Content.Shared/_Starlight/Scent/Components/ScentMarkerComponent.cs`:
- Around line 31-34: Replace the line comment above ScentMarkerComponent.WasDead
with XML documentation describing whether the emitter was dead when the scent
was emitted or when the marker was last refreshed through merging. Keep the
documentation accurate for both initial emission and ScentSystem merge updates.
🪄 Autofix
Fix all unresolved CodeRabbit comments on this PR:
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- Create a new PR with the fixes
ℹ️ Review info
⚙️ Run configuration
Configuration used: Repository UI
Review profile: CHILL
Plan: Pro Plus
Run ID: f60e266a-e422-4817-8820-f757868637b2
📒 Files selected for processing (3)
Content.Client/_Starlight/Scent/Systems/ScentTrackingSystem.csContent.Server/_Starlight/Scent/Systems/ScentSystem.csContent.Shared/_Starlight/Scent/Components/ScentMarkerComponent.cs
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@coderabbitai re-review |
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✅ Action performedReview finished.
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167fefc
Short description
Based on a request from SnakeNuke. Seemed reasonable.
Partial smellers (vulpkanins) can now detect bodies inside closed containers, with a faint scent emission.
This primarily is intended to help with paramedic work, and aid in discoverability of corpses hidden in maints.
Why we need to add this
Putting a corpse in a locker is basically round removal. Bodies in closets can be detected by full smellers already; but we're doing a carve-out for corpses being detected in closets by partial smellers. Makes sense for a corpse to smell bad anyway.
Media (Video/Screenshots)
Sparlight.s.Dev.Server.-.Starlight.2026-08-08.11-14-20.mp4
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