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https://github.com/space-syndicate/space-station-14.git
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* What sitting on code does to a branch + no mo owner v2 * Replacing ViewVariables with AutoNetworkedField + Missed One V2 * Removing Virtual Methods & Renaming ForensicsSystem to SharedForensicsSystem (Also made it abstract) V2 * IProduceWidgets Review Changes & some of my own V2 * Lil Cleanup V2 * Part 1 of Review Changes (Only thing left is the BUI stuff and the constructor) V2 * It now WORKS!!! (Still needs the BUI and constuctor changes, ill figure it out later) * Test (Removal of ServerSide VomitSystem.cs) * Ok... * Moved System BloodstreamSystem.cs to SharedBloodstreamSystem.cs & deleted client BloodStreamSystem.cs to make SharedBloodstreamSystem.cs sealed. (No Unregistered errors) * Prediction * Fix? * No mo log error? * Revert "No mo log error?" This reverts commit 50c15a3deab6af9dffd7baed45820bae5558e41f. * Constructor going up * No ForensicScannerBoundUserInterface.cs (It doesnt wanna scan anymore but it doesnt crash) * For Conflicts * Guh * Yea * Organization & no ErrorHell (maybe) * Dirtying * Dirtying take 2 * Revert "Dirtying take 2" This reverts commit 5735012e21f43808db3ae010fce268eac24d0583. * the dirties dont do much here * For Conflict * Readded * Another Conflict Commit Fix * Conflict Fix Thrice * Empty Space * Keep it simple * Add it back in * Move BloodstreamSystem stuff thats causing the error back to system. This'll prob fix the conflict * Conflict fix? * Trust the fix * Looked at other prediction PR's, they had better code. * To not mix up the system in client * Removing Conflict * For conflict * For the conflic fix, will be removed later * Scuffed Fix * Removal & Adding the Decouple * Took some HEAVY pointers from SirWarocks work. The Roadblock has been CLEARED, DOAFTERS WORK NOW!! * Cleanup & Optimizing, mostly comps. * More Optimization, most of this is just imported Warock Code, his QOL included. Did not want to remove SolutionDNA's tho, mostly due to a Log.Debug in OnPrint. * Forgot that the Print Refreshes, more of Warocks work. * Removing Loc.GetString * All of BloodStream to Shared, hopefully no errors. * Sketchy Dirty Removed * Removed Timer.Spawn, added FrameUpdate cause anything else only updated when the window opened, & a bit of cleanup. * No mo Mispredict * GenerateDnaEvent Predicted * Forgot the user * I knew it was real, bloodstutter is REAL and now GONE. * Cant dirty NewEntityBloodData due to potential stutter, so its safer to put it all back into server. again... * Clearer * Thank you leahcat, no more identity leak. * Routine Maintenance * sealing the class * it checks for this now?! * While im here, FileScope Namespaces & removing unused namespaces * Update Attribute Type (SirWarock Import), it works and is much easier to read. * Forever Fixing Conflicts * Readonly Genocide & Partial Maxing * LGTM, BloodstreamSystem moved to SharedBloodstreamSystem! * Sohn * If OG Github back push this commit * One Billionth Commit Fix * Removed client/server stuff * Made implicit * NewLine & comment on why AutoGenCompState is true * Updatin the rest of the Popups to use Entity * I think that's what they meant? It looks cleaner at least. * Mass Attribute for LocalEvents that are safe to change. * Putting it back as abstract * maybe? * Guhh, rolling back empty client/server of BloodStream * Removed Client/Server BloodstreamSystems, changed access modifier from protected to private, & renamed SharedBloodstreamSystem to BloodstreamSystem * From Protected to Private * Removed comment & made it explicit on what changed to true * Guh, hopefully thats all of it... * Forgot * Review * Test Push * Line 316 in SharedForensicsSystem was causing the errors, better to play it safe * Review Changes * Update Content.Shared/Forensics/Events.cs Co-authored-by: Whatstone <166147148+whatston3@users.noreply.github.com> * The only thing SolutionDNAs does is search and clears itself. I see no reason to keep it * The print.disabled didnt properly disable when cleared. So ill just use the old if check * Figured out the rest of the SubscribeLocalEvents and networking BloodData cause its fully in Shared --------- Co-authored-by: Whatstone <166147148+whatston3@users.noreply.github.com>
261 lines
9.9 KiB
C#
261 lines
9.9 KiB
C#
using Content.Server.Medical.Components;
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using Content.Shared.Body.Components;
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using Content.Shared.Chemistry.EntitySystems;
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using Content.Shared.Damage.Components;
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using Content.Shared.DoAfter;
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using Content.Shared.IdentityManagement;
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using Content.Shared.Interaction;
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using Content.Shared.Interaction.Events;
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using Content.Shared.Item.ItemToggle;
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using Content.Shared.Item.ItemToggle.Components;
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using Content.Shared.MedicalScanner;
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using Content.Shared.Mobs.Components;
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using Content.Shared.Popups;
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using Content.Shared.PowerCell;
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using Content.Shared.Temperature.Components;
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using Content.Shared.Traits.Assorted;
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using Robust.Server.GameObjects;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Containers;
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using Robust.Shared.Timing;
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using Content.Server.Body.Systems;
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using Content.Shared.Body.Systems;
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namespace Content.Server.Medical;
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public sealed partial class HealthAnalyzerSystem : EntitySystem
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{
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[Dependency] private IGameTiming _timing = default!;
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[Dependency] private PowerCellSystem _cell = default!;
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[Dependency] private SharedAudioSystem _audio = default!;
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[Dependency] private SharedDoAfterSystem _doAfterSystem = default!;
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[Dependency] private ItemToggleSystem _toggle = default!;
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[Dependency] private SharedSolutionContainerSystem _solutionContainerSystem = default!;
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[Dependency] private UserInterfaceSystem _uiSystem = default!;
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[Dependency] private TransformSystem _transformSystem = default!;
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[Dependency] private SharedPopupSystem _popupSystem = default!;
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[Dependency] private BloodstreamSystem _bloodstreamSystem = default!;
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public override void Initialize()
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{
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SubscribeLocalEvent<HealthAnalyzerComponent, AfterInteractEvent>(OnAfterInteract);
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SubscribeLocalEvent<HealthAnalyzerComponent, HealthAnalyzerDoAfterEvent>(OnDoAfter);
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SubscribeLocalEvent<HealthAnalyzerComponent, EntGotInsertedIntoContainerMessage>(OnInsertedIntoContainer);
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SubscribeLocalEvent<HealthAnalyzerComponent, ItemToggledEvent>(OnToggled);
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SubscribeLocalEvent<HealthAnalyzerComponent, DroppedEvent>(OnDropped);
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}
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public override void Update(float frameTime)
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{
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var analyzerQuery = EntityQueryEnumerator<HealthAnalyzerComponent, TransformComponent>();
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while (analyzerQuery.MoveNext(out var uid, out var component, out var transform))
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{
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//Update rate limited to 1 second
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if (component.NextUpdate > _timing.CurTime)
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continue;
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if (component.ScannedEntity is not {} patient)
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continue;
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if (Deleted(patient))
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{
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StopAnalyzingEntity((uid, component), patient);
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continue;
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}
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component.NextUpdate = _timing.CurTime + component.UpdateInterval;
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//Get distance between health analyzer and the scanned entity
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//null is infinite range
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var patientCoordinates = Transform(patient).Coordinates;
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if (component.MaxScanRange != null && !_transformSystem.InRange(patientCoordinates, transform.Coordinates, component.MaxScanRange.Value))
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{
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//Range too far, disable updates until they are back in range
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PauseAnalyzingEntity((uid, component), patient);
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continue;
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}
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component.IsAnalyzerActive = true;
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UpdateScannedUser(uid, patient, true);
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}
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}
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/// <summary>
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/// Trigger the doafter for scanning
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/// </summary>
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private void OnAfterInteract(Entity<HealthAnalyzerComponent> uid, ref AfterInteractEvent args)
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{
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if (args.Target == null || !args.CanReach || !HasComp<MobStateComponent>(args.Target) || !_cell.HasDrawCharge(uid.Owner, user: args.User))
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return;
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_audio.PlayPvs(uid.Comp.ScanningBeginSound, uid);
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var doAfterCancelled = !_doAfterSystem.TryStartDoAfter(new DoAfterArgs(EntityManager, args.User, uid.Comp.ScanDelay, new HealthAnalyzerDoAfterEvent(), uid, target: args.Target, used: uid)
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{
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NeedHand = true,
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BreakOnMove = true,
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});
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if (args.Target == args.User || doAfterCancelled || uid.Comp.Silent)
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return;
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var msg = Loc.GetString("health-analyzer-popup-scan-target", ("user", Identity.Entity(args.User, EntityManager)));
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_popupSystem.PopupEntity(msg, args.Target.Value, args.Target.Value, PopupType.Medium);
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}
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private void OnDoAfter(Entity<HealthAnalyzerComponent> uid, ref HealthAnalyzerDoAfterEvent args)
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{
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if (args.Handled || args.Cancelled || args.Target == null || !_cell.HasDrawCharge(uid.Owner, user: args.User))
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return;
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if (!uid.Comp.Silent)
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_audio.PlayPvs(uid.Comp.ScanningEndSound, uid);
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OpenUserInterface(args.User, uid);
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BeginAnalyzingEntity(uid, args.Target.Value);
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args.Handled = true;
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}
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/// <summary>
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/// Turn off when placed into a storage item or moved between slots/hands
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/// </summary>
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private void OnInsertedIntoContainer(Entity<HealthAnalyzerComponent> uid, ref EntGotInsertedIntoContainerMessage args)
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{
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if (uid.Comp.ScannedEntity is { } patient)
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_toggle.TryDeactivate(uid.Owner);
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}
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/// <summary>
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/// Disable continuous updates once turned off
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/// </summary>
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private void OnToggled(Entity<HealthAnalyzerComponent> ent, ref ItemToggledEvent args)
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{
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if (!args.Activated && ent.Comp.ScannedEntity is { } patient)
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StopAnalyzingEntity(ent, patient);
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}
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/// <summary>
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/// Turn off the analyser when dropped
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/// </summary>
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private void OnDropped(Entity<HealthAnalyzerComponent> uid, ref DroppedEvent args)
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{
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if (uid.Comp.ScannedEntity is { } patient)
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_toggle.TryDeactivate(uid.Owner);
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}
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private void OpenUserInterface(EntityUid user, EntityUid analyzer)
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{
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if (!_uiSystem.HasUi(analyzer, HealthAnalyzerUiKey.Key))
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return;
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_uiSystem.OpenUi(analyzer, HealthAnalyzerUiKey.Key, user);
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}
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/// <summary>
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/// Mark the entity as having its health analyzed, and link the analyzer to it
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/// </summary>
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/// <param name="healthAnalyzer">The health analyzer that should receive the updates</param>
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/// <param name="target">The entity to start analyzing</param>
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private void BeginAnalyzingEntity(Entity<HealthAnalyzerComponent> healthAnalyzer, EntityUid target)
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{
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//Link the health analyzer to the scanned entity
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healthAnalyzer.Comp.ScannedEntity = target;
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_toggle.TryActivate(healthAnalyzer.Owner);
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UpdateScannedUser(healthAnalyzer, target, true);
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}
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/// <summary>
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/// Remove the analyzer from the active list, and remove the component if it has no active analyzers
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/// </summary>
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/// <param name="healthAnalyzer">The health analyzer that's receiving the updates</param>
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/// <param name="target">The entity to analyze</param>
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private void StopAnalyzingEntity(Entity<HealthAnalyzerComponent> healthAnalyzer, EntityUid target)
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{
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//Unlink the analyzer
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healthAnalyzer.Comp.ScannedEntity = null;
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_toggle.TryDeactivate(healthAnalyzer.Owner);
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UpdateScannedUser(healthAnalyzer, target, false);
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}
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/// <summary>
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/// If the scanner is active, sends one last update and sets it to inactive.
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/// </summary>
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/// <param name="healthAnalyzer">The health analyzer that's receiving the updates</param>
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/// <param name="target">The entity to analyze</param>
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private void PauseAnalyzingEntity(Entity<HealthAnalyzerComponent> healthAnalyzer, EntityUid target)
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{
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if (!healthAnalyzer.Comp.IsAnalyzerActive)
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return;
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UpdateScannedUser(healthAnalyzer, target, false);
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healthAnalyzer.Comp.IsAnalyzerActive = false;
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}
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/// <summary>
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/// Send an update for the target to the healthAnalyzer
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/// </summary>
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/// <param name="healthAnalyzer">The health analyzer</param>
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/// <param name="target">The entity being scanned</param>
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/// <param name="scanMode">True makes the UI show ACTIVE, False makes the UI show INACTIVE</param>
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public void UpdateScannedUser(EntityUid healthAnalyzer, EntityUid target, bool scanMode)
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{
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if (!_uiSystem.HasUi(healthAnalyzer, HealthAnalyzerUiKey.Key)
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|| !HasComp<DamageableComponent>(target))
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return;
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var uiState = GetHealthAnalyzerUiState(target);
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uiState.ScanMode = scanMode;
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_uiSystem.ServerSendUiMessage(
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healthAnalyzer,
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HealthAnalyzerUiKey.Key,
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new HealthAnalyzerScannedUserMessage(uiState)
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);
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}
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/// <summary>
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/// Creates a HealthAnalyzerState based on the current state of an entity.
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/// </summary>
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/// <param name="target">The entity being scanned</param>
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/// <returns></returns>
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public HealthAnalyzerUiState GetHealthAnalyzerUiState(EntityUid? target)
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{
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if (!target.HasValue || !HasComp<DamageableComponent>(target))
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return new HealthAnalyzerUiState();
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var entity = target.Value;
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var bodyTemperature = float.NaN;
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if (TryComp<TemperatureComponent>(entity, out var temp))
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bodyTemperature = temp.Temperature;
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var bloodAmount = float.NaN;
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var bleeding = false;
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var unrevivable = false;
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if (TryComp<BloodstreamComponent>(entity, out var bloodstream) &&
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_solutionContainerSystem.ResolveSolution(entity, bloodstream.BloodSolutionName,
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ref bloodstream.BloodSolution, out var bloodSolution))
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{
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bloodAmount = _bloodstreamSystem.GetBloodLevel(entity);
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bleeding = bloodstream.BleedAmount > 0;
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}
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if (TryComp<UnrevivableComponent>(entity, out var unrevivableComp) && unrevivableComp.Analyzable)
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unrevivable = true;
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return new HealthAnalyzerUiState(
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GetNetEntity(entity),
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bodyTemperature,
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bloodAmount,
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null,
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bleeding,
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unrevivable
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);
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}
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}
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