mirror of
https://github.com/space-syndicate/space-station-14.git
synced 2026-10-09 18:31:17 +03:00
* Scope creep my ass * why was this shit not pushed???? * gone... * fix that * review plus buildd * asfsafsafsafsafas * grug * burber * I'll fix this later * shrimply die * also this * it's snerf or snuthin * assaads * round snend * aaaa * fix this shit for real * actually, don't start GameRules until MapInit now that I think aboot it. * forgot u * don't actually need this part nullable * Deffer comp removal * one liner * do that too * chungus * Honestly makes more sense here, plus WHY are we doing all that shit on "GameRuleAdded" rather than GameRuleStarted(?) * deferred removal :V * aaaaaaaaaaaaaaa * whhop * Whoop * better * landmine that I placed for myself then forgot about lmao * cleanup * FUCKING `!` * gotovo * amogus * please don't check by metadata I beg * waawsasfdfsasfa * sfafsasfafsas * fdsaasffsasfa * code * fix * fasasffasfasfsad * chungaas * I may be stupid * gra * graaaaaaaaaaaaaaaaa * comment * gra * clearing is not predicted and would require major refactors, so don't cache on client. * lame shit :P * last holes * nukeopsfsafsasafsfafsa * why was that shit public bruh * bubrbgwahrghfaka * dynamic * revert change that did nothing lmao
443 lines
17 KiB
C#
443 lines
17 KiB
C#
using System.Linq;
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using Content.Shared.Access.Components;
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using Content.Shared.Access.Systems;
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using Content.Shared.Body;
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using Content.Shared.CCVar;
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using Content.Shared.Clothing;
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using Content.Shared.DetailExaminable;
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using Content.Shared.Hands.Components;
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using Content.Shared.Hands.EntitySystems;
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using Content.Shared.Humanoid;
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using Content.Shared.Humanoid.Prototypes;
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using Content.Shared.IdentityManagement;
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using Content.Shared.Inventory;
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using Content.Shared.Mind;
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using Content.Shared.PDA;
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using Content.Shared.Preferences;
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using Content.Shared.Preferences.Loadouts;
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using Content.Shared.Roles;
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using Content.Shared.Station.Components;
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using Content.Shared.Storage;
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using Content.Shared.Storage.EntitySystems;
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using JetBrains.Annotations;
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using Robust.Shared.Configuration;
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using Robust.Shared.Map;
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using Robust.Shared.Player;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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using Robust.Shared.Utility;
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namespace Content.Shared.Station.Systems;
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public sealed partial class StationSpawningSystem : EntitySystem
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{
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[Dependency] private IConfigurationManager _configurationManager = default!;
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[Dependency] private IRobustRandom _random = default!;
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[Dependency] private ActorSystem _actors = default!;
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[Dependency] private HumanoidProfileSystem _humanoidProfile = default!;
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[Dependency] private IdentitySystem _identity = default!;
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[Dependency] private InventorySystem _inventory = default!;
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[Dependency] private MetaDataSystem _metadata = default!;
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[Dependency] private SharedHandsSystem _handsSystem = default!;
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[Dependency] private SharedMindSystem _mindSystem = default!;
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[Dependency] private SharedStorageSystem _storage = default!;
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[Dependency] private SharedTransformSystem _xformSystem = default!;
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[Dependency] private SharedVisualBodySystem _visualBody = default!;
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[Dependency] private SharedAccessSystem _accessSystem = default!;
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[Dependency] private SharedIdCardSystem _cardSystem = default!;
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[Dependency] private SharedPdaSystem _pdaSystem = default!;
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[Dependency] private EntityQuery<HandsComponent> _handsQuery;
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[Dependency] private EntityQuery<InventoryComponent> _inventoryQuery;
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[Dependency] private EntityQuery<StorageComponent> _storageQuery;
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[Dependency] private EntityQuery<TransformComponent> _xformQuery;
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/// <summary>
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/// Equips the data from a `RoleLoadout` onto an entity.
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/// </summary>
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[PublicAPI]
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public void EquipRoleLoadout(EntityUid entity, RoleLoadout loadout, RoleLoadoutPrototype roleProto)
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{
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// Order loadout selections by the order they appear on the prototype.
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foreach (var group in loadout.SelectedLoadouts.OrderBy(x => roleProto.Groups.FindIndex(e => e == x.Key)))
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{
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foreach (var items in group.Value)
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{
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if (!ProtoMan.TryIndex(items.Prototype, out var loadoutProto))
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{
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Log.Error($"Unable to find loadout prototype for {items.Prototype}");
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continue;
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}
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EquipStartingGear(entity, loadoutProto, raiseEvent: false);
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}
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}
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EquipRoleName(entity, loadout, roleProto);
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}
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/// <summary>
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/// Applies the role's name as applicable to the entity.
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/// </summary>
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[PublicAPI]
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public void EquipRoleName(EntityUid entity, RoleLoadout loadout, RoleLoadoutPrototype roleProto)
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{
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string? name = null;
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if (roleProto.CanCustomizeName)
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{
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name = loadout.EntityName;
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}
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if (string.IsNullOrEmpty(name) && ProtoMan.Resolve(roleProto.NameDataset, out var nameData))
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{
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name = Loc.GetString(_random.Pick(nameData.Values));
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}
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if (!string.IsNullOrEmpty(name))
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{
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_metadata.SetEntityName(entity, name);
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}
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}
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public void EquipStartingGear(EntityUid entity, LoadoutPrototype loadout, bool raiseEvent = true)
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{
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EquipStartingGear(entity, loadout.StartingGear, raiseEvent);
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EquipStartingGear(entity, (IEquipmentLoadout) loadout, raiseEvent);
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}
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/// <summary>
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/// <see cref="EquipStartingGear(Robust.Shared.GameObjects.EntityUid,System.Nullable{Robust.Shared.Prototypes.ProtoId{Content.Shared.Roles.StartingGearPrototype}},bool)"/>
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/// </summary>
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[PublicAPI]
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public void EquipStartingGear(EntityUid entity, ProtoId<StartingGearPrototype>? startingGear, bool raiseEvent = true)
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{
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ProtoMan.Resolve(startingGear, out var gearProto);
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EquipStartingGear(entity, gearProto, raiseEvent);
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}
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/// <summary>
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/// <see cref="EquipStartingGear(Robust.Shared.GameObjects.EntityUid,System.Nullable{Robust.Shared.Prototypes.ProtoId{Content.Shared.Roles.StartingGearPrototype}},bool)"/>
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/// </summary>
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[PublicAPI]
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public void EquipStartingGear(EntityUid entity, StartingGearPrototype? startingGear, bool raiseEvent = true)
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{
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EquipStartingGear(entity, (IEquipmentLoadout?) startingGear, raiseEvent);
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}
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/// <summary>
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/// Equips starting gear onto the given entity.
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/// </summary>
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/// <param name="entity">Entity to load out.</param>
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/// <param name="startingGear">Starting gear to use.</param>
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/// <param name="raiseEvent">Should we raise the event for equipped. Set to false if you will call this manually</param>
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[PublicAPI]
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public void EquipStartingGear(EntityUid entity, IEquipmentLoadout? startingGear, bool raiseEvent = true)
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{
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if (startingGear == null)
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return;
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var xform = _xformQuery.GetComponent(entity);
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if (_inventory.TryGetSlots(entity, out var slotDefinitions))
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{
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foreach (var slot in slotDefinitions)
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{
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var equipmentStr = startingGear.GetGear(slot.Name);
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if (!string.IsNullOrEmpty(equipmentStr))
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{
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var equipmentEntity = Spawn(equipmentStr, xform.Coordinates);
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_inventory.TryEquip(entity, equipmentEntity, slot.Name, silent: true, force: true);
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}
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}
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}
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if (_handsQuery.TryComp(entity, out var handsComponent))
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{
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var inhand = startingGear.Inhand;
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var coords = xform.Coordinates;
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foreach (var prototype in inhand)
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{
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var inhandEntity = Spawn(prototype, coords);
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if (_handsSystem.TryGetEmptyHand((entity, handsComponent), out var emptyHand))
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{
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_handsSystem.TryPickup(entity, inhandEntity, emptyHand, checkActionBlocker: false, handsComp: handsComponent);
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}
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}
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}
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if (startingGear.Storage.Count > 0)
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{
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var coords = _xformSystem.GetMapCoordinates(entity);
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_inventoryQuery.TryComp(entity, out var inventoryComp);
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foreach (var (slotName, entProtos) in startingGear.Storage)
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{
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if (entProtos.Count == 0)
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continue;
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if (inventoryComp != null &&
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_inventory.TryGetSlotEntity(entity, slotName, out var slotEnt, inventoryComponent: inventoryComp) &&
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_storageQuery.TryComp(slotEnt, out var storage))
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{
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foreach (var entProto in entProtos)
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{
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var spawnedEntity = Spawn(entProto, coords);
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_storage.Insert(slotEnt.Value, spawnedEntity, out _, storageComp: storage, playSound: false);
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}
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}
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}
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}
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if (raiseEvent)
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{
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var ev = new StartingGearEquippedEvent(entity);
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RaiseLocalEvent(entity, ref ev);
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}
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}
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/// <summary>
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/// Gets all the gear for a given slot when passed a loadout.
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/// </summary>
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/// <param name="loadout">The loadout to look through.</param>
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/// <param name="slot">The slot that you want the clothing for.</param>
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/// <returns>
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/// If there is a value for the given slot, it will return the proto id for that slot.
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/// If nothing was found, will return null
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/// </returns>
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[PublicAPI]
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public string? GetGearForSlot(RoleLoadout? loadout, string slot)
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{
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if (loadout == null)
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return null;
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foreach (var group in loadout.SelectedLoadouts)
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{
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foreach (var items in group.Value)
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{
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if (!ProtoMan.Resolve(items.Prototype, out var loadoutPrototype))
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return null;
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var gear = ((IEquipmentLoadout) loadoutPrototype).GetGear(slot);
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if (gear != string.Empty)
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return gear;
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}
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}
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return null;
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}
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/// <summary>
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/// Attempts to spawn a player character onto the given station.
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/// </summary>
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/// <param name="station">Station to spawn onto.</param>
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/// <param name="job">The job to assign, if any.</param>
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/// <param name="profile">The character profile to use, if any.</param>
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/// <param name="stationSpawning">Resolve pattern, the station spawning component for the station.</param>
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/// <returns>The resulting player character, if any.</returns>
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/// <exception cref="ArgumentException">Thrown when the given station is not a station.</exception>
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/// <remarks>
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/// This only spawns the character, and does none of the mind-related setup you'd need for it to be playable.
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/// </remarks>
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public EntityUid? SpawnPlayerCharacterOnStation(EntityUid? station, ProtoId<JobPrototype>? job, HumanoidCharacterProfile? profile, StationSpawningComponent? stationSpawning = null)
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{
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if (station != null && !Resolve(station.Value, ref stationSpawning))
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throw new ArgumentException("Tried to use a non-station entity as a station!", nameof(station));
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var ev = new PlayerSpawningEvent(job, profile, station);
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RaiseLocalEvent(ev);
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DebugTools.Assert(ev.SpawnResult is { Valid: true } or null);
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return ev.SpawnResult;
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}
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/// <summary>
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/// Sets the ID card and PDA name, job, and access data.
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/// </summary>
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/// <param name="entity">Entity to load out.</param>
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/// <param name="characterName">Character name to use for the ID.</param>
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/// <param name="jobPrototype">Job prototype to use for the PDA and ID.</param>
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/// <param name="station">The station this player is being spawned on.</param>
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[PublicAPI]
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public void SetPdaAndIdCardData(EntityUid entity,
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string characterName,
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JobPrototype jobPrototype,
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EntityUid? station)
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{
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if (!_inventory.TryGetSlotEntity(entity, "id", out var idUid))
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return;
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var cardId = idUid.Value;
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if (TryComp<PdaComponent>(idUid, out var pdaComponent) && pdaComponent.ContainedId != null)
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cardId = pdaComponent.ContainedId.Value;
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if (!TryComp<IdCardComponent>(cardId, out var card))
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return;
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_cardSystem.TryChangeFullName(cardId, characterName, card);
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_cardSystem.TryChangeJobTitle(cardId, jobPrototype.LocalizedName, card);
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if (ProtoMan.Resolve(jobPrototype.Icon, out var jobIcon))
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_cardSystem.TryChangeJobIcon(cardId, jobIcon, card);
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var extendedAccess = false;
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if (station != null)
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{
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var data = Comp<StationJobsComponent>(station.Value);
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extendedAccess = data.ExtendedAccess;
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}
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_accessSystem.SetAccessToJob(cardId, jobPrototype, extendedAccess);
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if (pdaComponent != null)
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_pdaSystem.SetOwner(idUid.Value, pdaComponent, entity, characterName);
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}
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//TODO: Figure out if everything in the player spawning region belongs somewhere else.
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#region Player spawning helpers
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/// <summary>
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/// Spawns in a player's mob according to their job and character information at the given coordinates.
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/// Used by systems that need to handle spawning players.
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/// </summary>
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/// <param name="coordinates">Coordinates to spawn the character at.</param>
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/// <param name="job">Job to assign to the character, if any.</param>
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/// <param name="profile">Appearance profile to use for the character.</param>
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/// <param name="station">The station this player is being spawned on.</param>
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/// <param name="entity">The entity to use, if one already exists.</param>
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/// <returns>The spawned entity</returns>
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public EntityUid SpawnPlayerMob(
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EntityCoordinates coordinates,
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ProtoId<JobPrototype>? job,
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HumanoidCharacterProfile? profile,
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EntityUid? station,
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EntityUid? entity = null)
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{
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ProtoMan.Resolve(job, out var prototype);
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RoleLoadout? loadout = null;
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// Need to get the loadout up-front to handle names if we use an entity spawn override.
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var jobLoadout = LoadoutSystem.GetJobPrototype(prototype?.ID);
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if (ProtoMan.TryIndex(jobLoadout, out RoleLoadoutPrototype? roleProto))
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{
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profile?.Loadouts.TryGetValue(jobLoadout, out loadout);
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// Set to default if not present
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if (loadout == null)
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{
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loadout = new RoleLoadout(jobLoadout);
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loadout.SetDefault(profile, _actors.GetSession(entity), ProtoMan);
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}
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}
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// If we're not spawning a humanoid, we're gonna exit early without doing all the humanoid stuff.
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if (prototype?.JobEntity != null)
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{
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DebugTools.Assert(entity is null);
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var jobEntity = Spawn(prototype.JobEntity, coordinates);
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_mindSystem.MakeSentient(jobEntity);
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// Make sure custom names get handled, what is gameticker control flow whoopy.
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if (loadout != null)
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{
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EquipRoleName(jobEntity, loadout, roleProto!);
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}
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DoJobSpecials(job, jobEntity);
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_identity.QueueIdentityUpdate(jobEntity);
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return jobEntity;
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}
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string speciesId = profile != null ? profile.Species : HumanoidCharacterProfile.DefaultSpecies;
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if (!ProtoMan.TryIndex<SpeciesPrototype>(speciesId, out var species))
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throw new ArgumentException($"Invalid species prototype was used: {speciesId}");
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entity ??= Spawn(species.Prototype, coordinates);
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if (profile != null)
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{
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_visualBody.ApplyProfileTo(entity.Value, profile);
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_humanoidProfile.ApplyProfileTo(entity.Value, profile);
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_metadata.SetEntityName(entity.Value, profile.Name);
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if (profile.FlavorText != "" && _configurationManager.GetCVar(CCVars.FlavorText))
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{
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AddComp<DetailExaminableComponent>(entity.Value).Content = profile.FlavorText;
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}
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}
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if (loadout != null)
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{
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EquipRoleLoadout(entity.Value, loadout, roleProto!);
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}
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if (prototype?.StartingGear != null)
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{
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var startingGear = ProtoMan.Index<StartingGearPrototype>(prototype.StartingGear);
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EquipStartingGear(entity.Value, startingGear, raiseEvent: false);
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}
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var gearEquippedEv = new StartingGearEquippedEvent(entity.Value);
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RaiseLocalEvent(entity.Value, ref gearEquippedEv);
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if (prototype != null && TryComp(entity.Value, out MetaDataComponent? metaData))
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{
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SetPdaAndIdCardData(entity.Value, metaData.EntityName, prototype, station);
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}
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DoJobSpecials(job, entity.Value);
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_identity.QueueIdentityUpdate(entity.Value);
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return entity.Value;
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}
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private void DoJobSpecials(ProtoId<JobPrototype>? job, EntityUid entity)
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{
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if (!ProtoMan.Resolve(job, out JobPrototype? prototype))
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return;
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foreach (var jobSpecial in prototype.Special)
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{
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jobSpecial.AfterEquip(entity);
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}
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}
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#endregion Player spawning helpers
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}
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/// <summary>
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/// Ordered broadcast event fired on any spawner eligible to attempt to spawn a player.
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/// This event's success is measured by if SpawnResult is not null.
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/// You should not make this event's success rely on random chance.
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/// This event is designed to use ordered handling. You probably want SpawnPointSystem to be the last handler.
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/// </summary>
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public sealed class PlayerSpawningEvent : EntityEventArgs
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{
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/// <summary>
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/// The entity spawned, if any. You should set this if you succeed at spawning the character, and leave it alone if it's not null.
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/// </summary>
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public EntityUid? SpawnResult;
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/// <summary>
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/// The job to use, if any.
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/// </summary>
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public readonly ProtoId<JobPrototype>? Job;
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/// <summary>
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/// The profile to use, if any.
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/// </summary>
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public readonly HumanoidCharacterProfile? HumanoidCharacterProfile;
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/// <summary>
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/// The target station, if any.
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/// </summary>
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public readonly EntityUid? Station;
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public PlayerSpawningEvent(ProtoId<JobPrototype>? job, HumanoidCharacterProfile? humanoidCharacterProfile, EntityUid? station)
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{
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Job = job;
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HumanoidCharacterProfile = humanoidCharacterProfile;
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Station = station;
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}
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}
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