mirror of
https://github.com/space-syndicate/space-station-14.git
synced 2026-10-09 18:31:17 +03:00
* Refactor DeviceNetwork * Singleton * NetworkPayloads refactor * Reorganize DeviceNetworkSystem * Surveillance cameras * Fix code * Fix build * Fix test fail by rewriting entire singleton logic * Properly predict examine * Update DeviceNetworkSystem.API.cs * Update EntityTest.cs * Update DeviceNetworkSystem.cs * Alright I'll do this expensive check fine * Fix disposals debug assert * Implement device network static events support * Use frozen dictionaries for performance * Update SharedDeviceNetworkSystem.Payloads.cs * Parallel payload handling support * Fix some spagetti-code * Optimize NetworkPayload cancellation * Parallel payloads are now cancellable * Fix screens * Fix robotics console * Allow new methods for shared * Mail fix * Turret fix * Fix network system method usage + signal and borg fix * finally fix atmos devices OH MY GOOOD * Remove stupid parallelism from fax * Fix surveiollance cameras * Working on a single thing for 2 days straight award * Fix the test? * Update units.yml * Add IDevice interface because why not * Add more device network suffixes * Fix camera router failing test * yaml linter peak * Improve docs for DeviceNetworkHandlers * fix build * Update CartridgeLoaderSystem.Relay.cs * Remove parallel system and EntitySystem post init * Add more docs and also events * Remove unnecessary caching * Update DevicePayloadComponentSystem.cs * Back to entity events * Implement DeviceData * Remove serializable from payloads * Update DeviceData.cs * Add a prototype for a singleton * Fix tests * Fix air alarms * Update DeviceNetworkSystem.cs * Fix cameras * Make camera router event-less * Fix atmos sync payloads, add more docs * Remove singleton + instant packets * oops remove public access * Fix tests? * Why the hell overload effect makes puddle sparks * Apparently it was redundant * Update gates.yml * Finish documentation * Review * Mark relay properties as obsolete * Struct payloads support (#blazinglyfastmemorysafe) * Update DeviceNetworkTest.cs * Make device structs stuff better * Move address prefix to DeviceNetworkComponent * Locale fixes * Fix tests * Doesn't know boolean logic award * Update AtmosAlarmableSystem.cs * Fix address predicted examine * Partial fix to air alarmables * Fix deployable turrets UI * Fix firelocks, maybe * Apparently Activatable UI was enough lol * Fix surveillance cameras * Rename `QueuePacket` into `SendPacket` * Simplify DeviceData as much as possible * Update DeviceData.cs * Update FaxMachineComponent.cs * Remove DeviceData because its stupid * Update ScreenSystem.cs * Fix build (camera map broken still) * Fix map * fix usings * Review changes * Build fix
203 lines
8.1 KiB
C#
203 lines
8.1 KiB
C#
using Content.Server.Destructible;
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using Content.Server.DeviceNetwork.Systems;
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using Content.Server.NPC.HTN;
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using Content.Server.NPC.HTN.PrimitiveTasks.Operators.Combat.Ranged;
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using Content.Shared.Destructible;
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using Content.Shared.DeviceNetwork;
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using Content.Shared.DeviceNetwork.Components;
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using Content.Shared.DeviceNetwork.Events;
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using Content.Shared.Power;
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using Content.Shared.Repairable;
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using Content.Shared.TurretController;
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using Content.Shared.Turrets;
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using Content.Shared.Weapons.Ranged.Components;
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using Content.Shared.Weapons.Ranged.Events;
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using Content.Shared.Weapons.Ranged.Systems;
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using Robust.Shared.Audio;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Timing;
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namespace Content.Server.Turrets;
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public sealed partial class DeployableTurretSystem : SharedDeployableTurretSystem
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{
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[Dependency] private HTNSystem _htn = default!;
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[Dependency] private SharedAppearanceSystem _appearance = default!;
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[Dependency] private SharedAudioSystem _audio = default!;
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[Dependency] private DeviceNetworkSystem _deviceNetwork = default!;
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[Dependency] private BatteryWeaponFireModesSystem _fireModes = default!;
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[Dependency] private TurretTargetSettingsSystem _turretTargetingSettings = default!;
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[Dependency] private IGameTiming _timing = default!;
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[Dependency] private EntityQuery<DeviceNetworkComponent> _deviceQuery = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<DeployableTurretComponent, AmmoShotEvent>(OnAmmoShot);
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SubscribeLocalEvent<DeployableTurretComponent, ChargeChangedEvent>(OnChargeChanged);
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SubscribeLocalEvent<DeployableTurretComponent, PowerChangedEvent>(OnPowerChanged);
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SubscribeLocalEvent<DeployableTurretComponent, BreakageEventArgs>(OnBroken);
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SubscribeLocalEvent<DeployableTurretComponent, RepairedEvent>(OnRepaired);
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SubscribeLocalEvent<DeployableTurretComponent, BeforeBroadcastAttemptEvent>(OnBeforeBroadcast);
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}
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private void OnAmmoShot(Entity<DeployableTurretComponent> ent, ref AmmoShotEvent args)
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{
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UpdateAmmoStatus(ent);
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}
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private void OnChargeChanged(Entity<DeployableTurretComponent> ent, ref ChargeChangedEvent args)
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{
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UpdateAmmoStatus(ent);
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}
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private void OnPowerChanged(Entity<DeployableTurretComponent> ent, ref PowerChangedEvent args)
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{
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UpdateAmmoStatus(ent);
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}
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private void OnBroken(Entity<DeployableTurretComponent> ent, ref BreakageEventArgs args)
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{
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if (TryComp<AppearanceComponent>(ent, out var appearance))
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_appearance.SetData(ent, DeployableTurretVisuals.Broken, true, appearance);
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SetState(ent, false);
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}
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private void OnRepaired(Entity<DeployableTurretComponent> ent, ref RepairedEvent args)
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{
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if (TryComp<AppearanceComponent>(ent, out var appearance))
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_appearance.SetData(ent, DeployableTurretVisuals.Broken, false, appearance);
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}
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[SubscribeLocalEvent]
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private void OnSetArmament(Entity<DeployableTurretComponent> ent, ref DeviceNetworkPacketEvent<TurretControllerSetArmamentPayload> args)
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{
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if (TryComp<BatteryWeaponFireModesComponent>(ent, out var batteryWeaponFireModes))
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_fireModes.TrySetFireMode((ent.Owner, batteryWeaponFireModes), args.Data.ArmamentState);
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TrySetState(ent, args.Data.ArmamentState >= 0);
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}
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[SubscribeLocalEvent]
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private void OnSetAccess(Entity<DeployableTurretComponent> ent, ref DeviceNetworkPacketEvent<TurretControllerSetAccessPayload> args)
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{
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if (!TryComp<TurretTargetSettingsComponent>(ent, out var targetSettings))
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return;
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_turretTargetingSettings.SyncAccessLevelExemptions((ent, targetSettings), args.Data.AccessExemptions);
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}
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[SubscribeLocalEvent]
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private void OnRequest(Entity<DeployableTurretComponent> ent, ref DeviceNetworkPacketEvent<TurretControllerRequestPayload> args)
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{
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SendStateUpdateToDeviceNetwork(ent);
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}
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private void OnBeforeBroadcast(Entity<DeployableTurretComponent> ent, ref BeforeBroadcastAttemptEvent args)
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{
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if (!TryComp<DeviceNetworkComponent>(ent, out var deviceNetwork))
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return;
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var recipientDeviceNetworks = new HashSet<Device>();
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// Only broadcast to connected devices
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foreach (var recipient in deviceNetwork.DeviceLists)
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{
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if (!_deviceQuery.TryComp(recipient, out var recipientDeviceNetwork))
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continue;
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recipientDeviceNetworks.Add(new Device((recipient, recipientDeviceNetwork)));
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}
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if (recipientDeviceNetworks.Count > 0)
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args.ModifiedRecipients = recipientDeviceNetworks;
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}
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private void SendStateUpdateToDeviceNetwork(Entity<DeployableTurretComponent> ent)
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{
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if (!TryComp<DeviceNetworkComponent>(ent, out var device))
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return;
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var payload = new TurretStatePayload
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{
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State = GetTurretState(ent),
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};
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_deviceNetwork.SendPacket((ent.Owner, device), null, ref payload);
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}
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protected override void SetState(Entity<DeployableTurretComponent> ent, bool enabled, EntityUid? user = null)
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{
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if (ent.Comp.Enabled == enabled)
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return;
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base.SetState(ent, enabled, user);
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DirtyField(ent, ent.Comp, nameof(DeployableTurretComponent.Enabled));
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// Determine how much time is remaining in the current animation and the one next in queue
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var animTimeRemaining = MathF.Max((float)(ent.Comp.AnimationCompletionTime - _timing.CurTime).TotalSeconds, 0f);
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var animTimeNext = ent.Comp.Enabled ? ent.Comp.DeploymentLength : ent.Comp.RetractionLength;
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// End/restart any tasks the NPC was doing
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// Delay the resumption of any tasks based on the total animation length (plus a buffer)
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var planCooldown = animTimeRemaining + animTimeNext + 0.5f;
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if (TryComp<HTNComponent>(ent, out var htn))
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_htn.SetHTNEnabled((ent, htn), ent.Comp.Enabled, planCooldown);
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// Play audio
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_audio.PlayPvs(ent.Comp.Enabled ? ent.Comp.DeploymentSound : ent.Comp.RetractionSound, ent, new AudioParams { Volume = -10f });
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}
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private void UpdateAmmoStatus(Entity<DeployableTurretComponent> ent)
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{
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if (!HasAmmo(ent))
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SetState(ent, false);
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}
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private DeployableTurretState GetTurretState(Entity<DeployableTurretComponent> ent, DestructibleComponent? destructable = null, HTNComponent? htn = null)
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{
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Resolve(ent, ref destructable, ref htn);
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if (destructable?.IsBroken == true)
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return DeployableTurretState.Broken;
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if (htn == null || !HasAmmo(ent))
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return DeployableTurretState.Disabled;
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if (htn.Plan?.CurrentTask.Operator is GunOperator)
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return DeployableTurretState.Firing;
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if (ent.Comp.AnimationCompletionTime > _timing.CurTime)
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return ent.Comp.Enabled ? DeployableTurretState.Deploying : DeployableTurretState.Retracting;
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return ent.Comp.Enabled ? DeployableTurretState.Deployed : DeployableTurretState.Retracted;
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}
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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var query = EntityQueryEnumerator<DeployableTurretComponent, DestructibleComponent, HTNComponent>();
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while (query.MoveNext(out var uid, out var deployableTurret, out var destructible, out var htn))
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{
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// Check if the turret state has changed since the last update,
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// and if it has, inform the device network
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var ent = new Entity<DeployableTurretComponent>(uid, deployableTurret);
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var newState = GetTurretState(ent, destructible, htn);
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if (newState != deployableTurret.CurrentState)
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{
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deployableTurret.CurrentState = newState;
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DirtyField(uid, deployableTurret, nameof(DeployableTurretComponent.CurrentState));
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SendStateUpdateToDeviceNetwork(ent);
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if (TryComp<AppearanceComponent>(ent, out var appearance))
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_appearance.SetData(ent, DeployableTurretVisuals.Turret, newState, appearance);
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}
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}
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}
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}
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