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* 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
38 lines
1.5 KiB
C#
38 lines
1.5 KiB
C#
using Content.Server.GameTicking;
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using Content.Shared.Eye;
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using Content.Shared.GameTicking;
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using Content.Shared.Revenant.Components;
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using Content.Shared.Revenant.EntitySystems;
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using Robust.Server.GameObjects;
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namespace Content.Server.Revenant.EntitySystems;
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public sealed partial class CorporealSystem : SharedCorporealSystem
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{
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[Dependency] private VisibilitySystem _visibilitySystem = default!;
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[Dependency] private ServerGameTicker _ticker = default!;
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public override void OnStartup(EntityUid uid, CorporealComponent component, ComponentStartup args)
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{
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base.OnStartup(uid, component, args);
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if (TryComp<VisibilityComponent>(uid, out var visibility))
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{
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_visibilitySystem.RemoveLayer((uid, visibility), (int) VisibilityFlags.Ghost, false);
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_visibilitySystem.AddLayer((uid, visibility), (int) VisibilityFlags.Normal, false);
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_visibilitySystem.RefreshVisibility(uid, visibility);
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}
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}
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public override void OnShutdown(EntityUid uid, CorporealComponent component, ComponentShutdown args)
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{
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base.OnShutdown(uid, component, args);
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if (TryComp<VisibilityComponent>(uid, out var visibility) && _ticker.RunLevel != GameRunLevel.PostRound)
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{
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_visibilitySystem.AddLayer((uid, visibility), (int) VisibilityFlags.Ghost, false);
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_visibilitySystem.RemoveLayer((uid, visibility), (int) VisibilityFlags.Normal, false);
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_visibilitySystem.RefreshVisibility(uid, visibility);
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}
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}
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}
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