mirror of
https://github.com/space-syndicate/space-station-14.git
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* init * fixes, ghosting * i dont know man * popups, slight rework, actually works now * review * failn't * partial review * new sprites * cleanup * fix * fix multiple gasps, allow stasis when dead * typo * yeah * yeah * wuh * merge master part 2 * sub attribute * first try? * renames * network * identity * fix ts * fix imports * applying state check * temp * may god have mercy upon my soul * stuff * Revert "stuff" This reverts commit de7ec9cb9f761f5cd954921a0efa495388634d30. * Revert "may god have mercy upon my soul" This reverts commit 3e1aa567d47e0576daa6ed420dad29b80c112a31. * Revert "temp" This reverts commit 501dd6d4f6fd22c466e4abb2a284212636123c4a. * Revert "applying state check" This reverts commit 3c211f0a54812797987c7ab93a9b140f66a9088d. * fix --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
236 lines
7.1 KiB
C#
236 lines
7.1 KiB
C#
using Content.Shared.Emoting;
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using Content.Shared.Examine;
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using Content.Shared.Ghost.Components;
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using Content.Shared.Hands;
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using Content.Shared.Interaction.Events;
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using Content.Shared.Item;
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using Content.Shared.Popups;
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using Robust.Shared.Serialization;
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using Robust.Shared.Timing;
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namespace Content.Shared.Ghost.Systems;
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/// <summary>
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/// System for the <see cref="GhostComponent"/>.
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/// Prevents ghosts from interacting when <see cref="GhostComponent.CanGhostInteract"/> is false.
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/// </summary>
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public abstract partial class SharedGhostSystem : EntitySystem
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{
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[Dependency] protected SharedPopupSystem Popup = default!;
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[Dependency] protected IGameTiming _gameTiming = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<GhostComponent, UseAttemptEvent>(OnAttempt);
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SubscribeLocalEvent<GhostComponent, InteractionAttemptEvent>(OnAttemptInteract);
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SubscribeLocalEvent<GhostComponent, EmoteAttemptEvent>(OnAttempt);
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SubscribeLocalEvent<GhostComponent, DropAttemptEvent>(OnAttempt);
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SubscribeLocalEvent<GhostComponent, PickupAttemptEvent>(OnAttempt);
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SubscribeLocalEvent<GhostComponent, ExaminedEvent>(OnGhostExamine);
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}
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private void OnGhostExamine(EntityUid uid, GhostComponent component, ExaminedEvent args)
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{
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var timeSinceDeath = _gameTiming.RealTime.Subtract(component.TimeOfDeath);
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var deathTimeInfo = timeSinceDeath.Minutes > 0
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? Loc.GetString("comp-ghost-examine-time-minutes", ("minutes", timeSinceDeath.Minutes))
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: Loc.GetString("comp-ghost-examine-time-seconds", ("seconds", timeSinceDeath.Seconds));
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args.PushMarkup(deathTimeInfo);
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}
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private void OnAttemptInteract(Entity<GhostComponent> ent, ref InteractionAttemptEvent args)
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{
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if (!ent.Comp.CanGhostInteract)
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args.Cancelled = true;
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}
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private void OnAttempt(EntityUid uid, GhostComponent component, CancellableEntityEventArgs args)
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{
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if (!component.CanGhostInteract)
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args.Cancel();
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}
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/// <summary>
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/// Sets the ghost's time of death.
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/// </summary>
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public void SetTimeOfDeath(Entity<GhostComponent?> entity, TimeSpan value)
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{
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if (!Resolve(entity, ref entity.Comp))
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return;
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if (entity.Comp.TimeOfDeath == value)
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return;
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entity.Comp.TimeOfDeath = value;
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Dirty(entity);
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}
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[Obsolete("Use the Entity<GhostComponent?> overload")]
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public void SetTimeOfDeath(EntityUid uid, TimeSpan value, GhostComponent? component)
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{
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SetTimeOfDeath((uid, component), value);
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}
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/// <summary>
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/// Sets whether or not the ghost player is allowed to return to their original body.
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/// </summary>
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public void SetCanReturnToBody(Entity<GhostComponent?> entity, bool value)
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{
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if (!Resolve(entity, ref entity.Comp))
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return;
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if (entity.Comp.CanReturnToBody == value)
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return;
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entity.Comp.CanReturnToBody = value;
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Dirty(entity);
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}
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[Obsolete("Use the Entity<GhostComponent?> overload")]
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public void SetCanReturnToBody(EntityUid uid, bool value, GhostComponent? component = null)
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{
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SetCanReturnToBody((uid, component), value);
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}
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[Obsolete("Use the Entity<GhostComponent?> overload")]
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public void SetCanReturnToBody(GhostComponent component, bool value)
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{
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SetCanReturnToBody((component.Owner, component), value);
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}
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/// <summary>
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/// Sets whether the ghost is allowed to interact with other entities.
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/// </summary>
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public void SetCanGhostInteract(Entity<GhostComponent?> entity, bool value)
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{
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if (!Resolve(entity, ref entity.Comp))
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return;
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if (entity.Comp.CanGhostInteract == value)
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return;
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entity.Comp.CanGhostInteract = value;
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Dirty(entity);
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}
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}
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/// <summary>
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/// A client to server request to get places a ghost can warp to.
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/// Response is sent via <see cref="GhostWarpsResponseEvent"/>
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/// </summary>
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[Serializable, NetSerializable]
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public sealed class GhostWarpsRequestEvent : EntityEventArgs
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{
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}
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/// <summary>
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/// An individual place a ghost can warp to.
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/// This is used as part of <see cref="GhostWarpsResponseEvent"/>
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/// </summary>
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[Serializable, NetSerializable]
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public struct GhostWarp
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{
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public GhostWarp(NetEntity entity, string displayName, bool isWarpPoint)
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{
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Entity = entity;
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DisplayName = displayName;
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IsWarpPoint = isWarpPoint;
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}
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/// <summary>
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/// The entity representing the warp point.
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/// This is passed back to the server in <see cref="GhostWarpToTargetRequestEvent"/>
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/// </summary>
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public NetEntity Entity { get; }
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/// <summary>
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/// The display name to be surfaced in the ghost warps menu
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/// </summary>
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public string DisplayName { get; }
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/// <summary>
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/// Whether this warp represents a warp point or a player
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/// </summary>
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public bool IsWarpPoint { get; }
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}
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/// <summary>
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/// A server to client response for a <see cref="GhostWarpsRequestEvent"/>.
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/// Contains players, and locations a ghost can warp to
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/// </summary>
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[Serializable, NetSerializable]
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public sealed class GhostWarpsResponseEvent : EntityEventArgs
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{
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public GhostWarpsResponseEvent(List<GhostWarp> warps)
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{
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Warps = warps;
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}
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/// <summary>
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/// A list of warp points.
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/// </summary>
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public List<GhostWarp> Warps { get; }
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}
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/// <summary>
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/// A client to server request for their ghost to be warped to an entity
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/// </summary>
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[Serializable, NetSerializable]
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public sealed class GhostWarpToTargetRequestEvent : EntityEventArgs
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{
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public NetEntity Target { get; }
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public GhostWarpToTargetRequestEvent(NetEntity target)
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{
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Target = target;
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}
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}
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/// <summary>
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/// A client to server request for their ghost to be warped to the most followed player.
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/// </summary>
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[Serializable, NetSerializable]
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public sealed class GhostnadoRequestEvent : EntityEventArgs;
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/// <summary>
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/// A client to server request for their ghost to be warped to a random player with at least one ghost follower.
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/// </summary>
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[Serializable, NetSerializable]
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public sealed class WarpToRandomFollowedRequestEvent : EntityEventArgs;
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/// <summary>
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/// A client to server request for their ghost to be warped to a random player.
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/// </summary>
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[Serializable, NetSerializable]
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public sealed class WarpToRandomRequestEvent : EntityEventArgs;
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/// <summary>
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/// A client to server request for their ghost to return to body
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/// </summary>
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[Serializable, NetSerializable]
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public sealed class GhostReturnToBodyRequest : EntityEventArgs
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{
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}
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/// <summary>
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/// A server to client update with the available ghost role count
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/// </summary>
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[Serializable, NetSerializable]
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public sealed class GhostUpdateGhostRoleCountEvent : EntityEventArgs
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{
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public int AvailableGhostRoles { get; }
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public GhostUpdateGhostRoleCountEvent(int availableGhostRoleCount)
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{
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AvailableGhostRoles = availableGhostRoleCount;
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}
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}
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/// <summary>
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/// Raised on an entity when Its mind is attempting to ghost out.
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/// </summary>
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[ByRefEvent]
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public record struct GhostAttemptEvent(EntityUid Mind, bool Cancelled = false);
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