# Conflicts: # .github/CODEOWNERS # .github/ISSUE_TEMPLATE/config.yml # .github/ISSUE_TEMPLATE/issue_report.md # Content.Client/Lobby/UI/HumanoidProfileEditor.xaml.cs # Content.Client/Medical/CrewMonitoring/CrewMonitoringWindow.xaml # Content.Client/UserInterface/Systems/Ghost/Controls/Roles/MakeGhostRoleWindow.xaml # Content.Client/UserInterface/Systems/Ghost/Controls/Roles/MakeGhostRoleWindow.xaml.cs # Content.Client/Weapons/Ranged/Systems/GunSystem.cs # Content.IntegrationTests/Tests/Destructible/DestructibleDamageGroupTest.cs # Content.IntegrationTests/Tests/Destructible/DestructibleDamageTypeTest.cs # Content.Server/Administration/Systems/AdminVerbSystem.Smites.cs # Content.Server/Arcade/SpaceVillainGame/SpaceVillainArcadeComponent.cs # Content.Server/Atmos/EntitySystems/FlammableSystem.cs # Content.Server/Chat/Systems/ChatSystem.cs # Content.Server/Destructible/Thresholds/DamageThreshold.cs # Content.Server/Entry/EntryPoint.cs # Content.Server/Fluids/EntitySystems/PuddleSystem.cs # Content.Server/GuideGenerator/ReagentEntry.cs # Content.Server/IoC/ServerContentIoC.cs # Content.Server/Medical/HealthAnalyzerSystem.cs # Content.Server/Medical/VomitSystem.cs # Content.Server/Radio/EntitySystems/HeadsetSystem.cs # Content.Server/Revenant/EntitySystems/RevenantSystem.cs # Content.Server/Weapons/Ranged/Systems/GunSystem.cs # Content.Shared/Armor/SharedArmorSystem.cs # Content.Shared/Bed/Sleep/SleepingSystem.cs # Content.Shared/Cabinet/ItemCabinetSystem.cs # Content.Shared/Chat/SharedChatSystem.Emote.cs # Content.Shared/Chat/SharedChatSystem.cs # Content.Shared/Clothing/EntitySystems/MaskSystem.cs # Content.Shared/Clothing/EntitySystems/SharedChameleonClothingSystem.cs # Content.Shared/Damage/Systems/DamageableSystem.cs # Content.Shared/EntityEffects/Effects/StatusEffects/GenericStatusEffect.cs # Content.Shared/EntityEffects/Effects/Transform/ExplosionEntityEffect.cs # Content.Shared/Humanoid/HumanoidCharacterAppearance.cs # Content.Shared/IoC/SharedContentIoC.cs # Content.Shared/Lock/LockSystem.cs # Content.Shared/Ninja/Components/NinjaSuitComponent.cs # Content.Shared/Preferences/HumanoidCharacterProfile.cs # Content.Shared/Revenant/Components/RevenantComponent.cs # Content.Shared/Silicons/StationAi/SharedStationAiSystem.Airlock.cs # Content.Shared/Trigger/Systems/TriggerSystem.Condition.cs # Content.Shared/VendingMachines/SharedVendingMachineSystem.cs # Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs # Content.Shared/Weapons/Ranged/HitscanPrototype.cs # Content.Shared/Xenoarchaeology/Artifact/XAT/BaseQueryUpdateXATSystem.cs # README.md # Resources/Audio/Weapons/attributions.yml # Resources/Locale/en-US/_strings/ghost/make-ghost-gui.ftl # Resources/Locale/en-US/_strings/guidebook/chemistry/conditions.ftl # Resources/Locale/en-US/_strings/guidebook/chemistry/effects.ftl # Resources/Locale/en-US/_strings/guidebook/chemistry/healthchange.ftl # Resources/Locale/en-US/_strings/guidebook/chemistry/statuseffects.ftl # Resources/Locale/en-US/_strings/job/job-description.ftl # Resources/Locale/en-US/_strings/medical/components/crew-monitoring-component.ftl # Resources/Locale/en-US/_strings/npc/hugbot.ftl # Resources/Locale/en-US/_strings/npc/npc-debug.ftl # Resources/Locale/en-US/_strings/speech/speech-triggers.ftl # Resources/Locale/en-US/_strings/ui/stat-values.ftl # Resources/Locale/en-US/guidebook/chemistry/conditions.ftl # Resources/Locale/en-US/guidebook/chemistry/effects.ftl # Resources/Locale/en-US/guidebook/chemistry/healthchange.ftl # Resources/Locale/en-US/guidebook/entity-effects/conditions.ftl # Resources/Locale/en-US/guidebook/entity-effects/effects.ftl # Resources/Locale/en-US/guidebook/entity-effects/healthchange.ftl # Resources/Maps/Shuttles/cargo_relic.yml # Resources/Maps/_Sunrise/Station/bagel.yml # Resources/Maps/_Sunrise/Station/barratry.yml # Resources/Maps/_Sunrise/Station/fland.yml # Resources/Maps/_Sunrise/Station/marathon.yml # Resources/Maps/_Sunrise/Station/oasis.yml # Resources/Maps/_Sunrise/Station/packed.yml # Resources/Maps/_Sunrise/Station/plasma.yml # Resources/Maps/_Sunrise/Station/relic.yml # Resources/Maps/_Sunrise/event/clon_mine.yml # Resources/Maps/_Sunrise/event/void.yml # Resources/Prototypes/Body/Prototypes/vox.yml # Resources/Prototypes/Catalog/Fills/Boxes/emergency.yml # Resources/Prototypes/Catalog/Fills/Crates/fun.yml # Resources/Prototypes/Catalog/Fills/Lockers/heads.yml # Resources/Prototypes/Catalog/Fills/Lockers/security.yml # Resources/Prototypes/Entities/Clothing/Belt/belts.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/suits.yml # Resources/Prototypes/Entities/Mobs/NPCs/silicon.yml # Resources/Prototypes/Entities/Mobs/Species/skeleton.yml # Resources/Prototypes/Entities/Objects/Devices/Electronics/base_electronics.yml # Resources/Prototypes/Entities/Objects/Misc/identification_cards.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/pistol.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/pistol.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Battery/battery_guns.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/hitscan.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/projectiles.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/access.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/airlocks.yml # Resources/Prototypes/Entities/Structures/Doors/MaterialDoors/material_doors.yml # Resources/Prototypes/Entities/Structures/Machines/lathe.yml # Resources/Prototypes/Entities/Structures/Specific/Atmospherics/sensor.yml # Resources/Prototypes/Loadouts/Jobs/Engineering/station_engineer.yml # Resources/Prototypes/Loadouts/Jobs/Science/scientist.yml # Resources/Prototypes/Loadouts/Jobs/Security/security_officer.yml # Resources/Prototypes/Loadouts/Miscellaneous/glasses.yml # Resources/Prototypes/Loadouts/loadout_groups.yml # Resources/Prototypes/Objectives/objectiveGroups.yml # Resources/Prototypes/Reagents/Consumable/Drink/alcohol.yml # Resources/Prototypes/Reagents/medicine.yml # Resources/Prototypes/Reagents/narcotics.yml # Resources/Prototypes/Reagents/toxins.yml # Resources/Prototypes/Recipes/Lathes/Packs/biogen.yml # Resources/Prototypes/Recipes/Lathes/Packs/security.yml # Resources/Prototypes/Recipes/Lathes/biogen.yml # Resources/Prototypes/Roles/Antags/nukeops.yml # Resources/Prototypes/Roles/Antags/revolutionary.yml # Resources/Prototypes/Roles/Antags/thief.yml # Resources/Prototypes/Roles/Antags/traitor.yml # Resources/Prototypes/Roles/Antags/wizard.yml # Resources/Prototypes/Roles/Antags/zombie.yml # Resources/Prototypes/Roles/Jobs/Cargo/salvage_specialist.yml # Resources/Prototypes/Roles/Jobs/Civilian/bartender.yml # Resources/Prototypes/Roles/Jobs/Civilian/chef.yml # Resources/Prototypes/Roles/Jobs/Civilian/mime.yml # Resources/Prototypes/Roles/Jobs/Engineering/atmospheric_technician.yml # Resources/Prototypes/Roles/Jobs/Engineering/station_engineer.yml # Resources/Prototypes/Roles/Jobs/Engineering/technical_assistant.yml # Resources/Prototypes/Roles/Jobs/Medical/chemist.yml # Resources/Prototypes/Roles/Jobs/Medical/medical_doctor.yml # Resources/Prototypes/Roles/Jobs/Medical/medical_intern.yml # Resources/Prototypes/Roles/Jobs/Medical/paramedic.yml # Resources/Prototypes/Roles/Jobs/Science/borg.yml # Resources/Prototypes/Roles/Jobs/Science/research_assistant.yml # Resources/Prototypes/Roles/Jobs/Science/scientist.yml # Resources/Prototypes/Roles/Jobs/Security/security_cadet.yml # Resources/Prototypes/Roles/Jobs/Security/security_officer.yml # Resources/Prototypes/Roles/Jobs/Security/warden.yml # Resources/Prototypes/Stacks/Materials/crystals.yml # Resources/Prototypes/Stacks/floor_tile_stacks.yml # Resources/Prototypes/tags.yml # Resources/ServerInfo/Guidebook/Science/ArtifactReports.xml # Resources/ServerInfo/Guidebook/Science/Xenoarchaeology.xml # Resources/Textures/Clothing/Hands/Gloves/Color/black.rsi/equipped-HAND.png # Resources/Textures/Clothing/Hands/Gloves/Color/black.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/mime.rsi/meta.json # Resources/Textures/Effects/speech.rsi/moth3.png # Resources/Textures/Interface/Misc/job_icons.rsi/meta.json # Resources/Textures/Structures/Machines/microwave.rsi/meta.json # Resources/Textures/Structures/Machines/microwave.rsi/mw.png # Resources/Textures/Structures/Machines/microwave.rsi/mw0.png # Resources/Textures/Structures/Machines/microwave.rsi/mw_running_unlit.png # Resources/Textures/Structures/Machines/microwave.rsi/mw_unlit.png # Resources/Textures/Structures/Machines/microwave.rsi/mwb.png # Resources/Textures/Structures/Machines/microwave.rsi/mwbloody.png # Resources/Textures/Structures/Machines/microwave.rsi/mwbloody0.png # Resources/Textures/Structures/Machines/microwave.rsi/mwbloody1.png # Resources/Textures/Structures/Machines/microwave.rsi/mwbloodyo.png # Resources/Textures/Structures/Machines/microwave.rsi/mwo.png # Resources/Textures/Structures/Machines/microwave_syndie.rsi/meta.json # Resources/Textures/Structures/Machines/microwave_syndie.rsi/mw.png # Resources/Textures/Structures/Machines/microwave_syndie.rsi/mw0.png # Resources/Textures/Structures/Machines/microwave_syndie.rsi/mw_running_unlit.png # Resources/Textures/Structures/Machines/microwave_syndie.rsi/mw_unlit.png # Resources/Textures/Structures/Machines/microwave_syndie.rsi/mwb.png # Resources/Textures/Structures/Machines/microwave_syndie.rsi/mwo.png # Resources/migration.yml # RobustToolbox
129 lines
4.9 KiB
C#
129 lines
4.9 KiB
C#
using Content.Shared.Projectiles;
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using Content.Shared.Random.Helpers;
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using Content.Shared.Trigger.Components;
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using Content.Shared.Trigger.Components.Conditions;
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using Content.Shared.Verbs;
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using Content.Shared.Weapons.Ranged.Events;
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using Robust.Shared.Random;
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namespace Content.Shared.Trigger.Systems;
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public sealed partial class TriggerSystem
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{
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private void InitializeCondition()
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{
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SubscribeLocalEvent<WhitelistTriggerConditionComponent, AttemptTriggerEvent>(OnWhitelistTriggerAttempt);
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SubscribeLocalEvent<UseDelayTriggerConditionComponent, AttemptTriggerEvent>(OnUseDelayTriggerAttempt);
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SubscribeLocalEvent<ToggleTriggerConditionComponent, AttemptTriggerEvent>(OnToggleTriggerAttempt);
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SubscribeLocalEvent<RandomChanceTriggerConditionComponent, AttemptTriggerEvent>(OnRandomChanceTriggerAttempt);
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SubscribeLocalEvent<MindRoleTriggerConditionComponent, AttemptTriggerEvent>(OnMindRoleTriggerAttempt);
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SubscribeLocalEvent<ToggleTriggerConditionComponent, GetVerbsEvent<AlternativeVerb>>(OnToggleGetAltVerbs);
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SubscribeLocalEvent<StartTimerOnShootComponent, ProjectileShotEvent>(StartTimerOnShoot); // Sunrise-Edit
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}
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// Sunrise-Start
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private void StartTimerOnShoot(EntityUid uid, StartTimerOnShootComponent component, ProjectileShotEvent args)
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{
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if (TryComp<ProjectileComponent>(uid, out var projectile))
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ActivateTimerTrigger(uid, projectile.Shooter);
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}
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// Sunrise-End
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private void OnWhitelistTriggerAttempt(Entity<WhitelistTriggerConditionComponent> ent, ref AttemptTriggerEvent args)
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{
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if (args.Key != null && !ent.Comp.Keys.Contains(args.Key))
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return;
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args.Cancelled |= !_whitelist.CheckBoth(args.User, ent.Comp.UserBlacklist, ent.Comp.UserWhitelist);
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}
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private void OnUseDelayTriggerAttempt(Entity<UseDelayTriggerConditionComponent> ent, ref AttemptTriggerEvent args)
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{
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if (args.Key != null && !ent.Comp.Keys.Contains(args.Key))
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return;
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args.Cancelled |= _useDelay.IsDelayed(ent.Owner, ent.Comp.UseDelayId);
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}
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private void OnToggleTriggerAttempt(Entity<ToggleTriggerConditionComponent> ent, ref AttemptTriggerEvent args)
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{
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if (args.Key != null && !ent.Comp.Keys.Contains(args.Key))
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return;
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args.Cancelled |= !ent.Comp.Enabled;
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}
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private void OnToggleGetAltVerbs(Entity<ToggleTriggerConditionComponent> ent, ref GetVerbsEvent<AlternativeVerb> args)
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{
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if (!args.CanInteract || !args.CanAccess || args.Hands == null)
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return;
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var user = args.User;
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args.Verbs.Add(new AlternativeVerb()
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{
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Text = Loc.GetString(ent.Comp.ToggleVerb),
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Act = () => Toggle(ent, user)
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});
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}
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private void Toggle(Entity<ToggleTriggerConditionComponent> ent, EntityUid user)
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{
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var msg = ent.Comp.Enabled ? ent.Comp.ToggleOff : ent.Comp.ToggleOn;
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_popup.PopupPredicted(Loc.GetString(msg), ent.Owner, user);
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ent.Comp.Enabled = !ent.Comp.Enabled;
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Dirty(ent);
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}
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private void OnRandomChanceTriggerAttempt(Entity<RandomChanceTriggerConditionComponent> ent,
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ref AttemptTriggerEvent args)
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{
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if (args.Key != null && !ent.Comp.Keys.Contains(args.Key))
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return;
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// TODO: Replace with RandomPredicted once the engine PR is merged
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var hash = new List<int>
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{
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(int)_timing.CurTick.Value,
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GetNetEntity(ent).Id,
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args.User == null ? 0 : GetNetEntity(args.User.Value).Id,
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};
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var seed = SharedRandomExtensions.HashCodeCombine(hash);
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var rand = new System.Random(seed);
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args.Cancelled |= !rand.Prob(ent.Comp.SuccessChance); // When not successful, Cancelled = true
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}
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private void OnMindRoleTriggerAttempt(Entity<MindRoleTriggerConditionComponent> ent, ref AttemptTriggerEvent args)
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{
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if (args.Key != null && !ent.Comp.Keys.Contains(args.Key))
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return;
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if (ent.Comp.EntityWhitelist != null)
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{
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if (!_mind.TryGetMind(ent.Owner, out var entMindId, out var entMindComp))
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{
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args.Cancelled = true; // the entity has no mind
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return;
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}
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if (!_role.MindHasRole((entMindId, entMindComp), ent.Comp.EntityWhitelist))
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{
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args.Cancelled = true; // the entity does not have the required role
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return;
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}
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}
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if (ent.Comp.UserWhitelist != null)
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{
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if (args.User == null || !_mind.TryGetMind(args.User.Value, out var userMindId, out var userMindComp))
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{
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args.Cancelled = true; // no user or the user has no mind
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return;
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}
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if (!_role.MindHasRole((userMindId, userMindComp), ent.Comp.UserWhitelist))
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{
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args.Cancelled = true; // the user does not have the required role
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}
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}
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}
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}
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