# Conflicts: # .github/CODEOWNERS # .github/workflows/publish.yml # Content.Client/Administration/UI/BanPanel/BanPanel.xaml # Content.Client/Administration/UI/BanPanel/BanPanel.xaml.cs # Content.Client/Administration/UI/Tabs/PlayerTab/PlayerTabEntry.xaml.cs # Content.Client/Entry/EntryPoint.cs # Content.Client/Hands/Systems/HandsSystem.cs # Content.Client/Humanoid/HumanoidAppearanceSystem.cs # Content.Client/Humanoid/SingleMarkingPicker.xaml.cs # Content.Client/IoC/ClientContentIoC.cs # Content.Client/Lobby/LobbyState.cs # Content.Client/Lobby/UI/HumanoidProfileEditor.xaml.cs # Content.Client/Lobby/UI/Loadouts/LoadoutGroupContainer.xaml.cs # Content.Client/Lobby/UI/LobbyGui.xaml # Content.Client/NetworkConfigurator/NetworkConfiguratorConfigurationMenu.xaml # Content.Client/Options/UI/EscapeMenu.xaml # Content.Client/Stealth/StealthSystem.cs # Content.Client/SurveillanceCamera/UI/SurveillanceCameraMonitorWindow.xaml.cs # Content.Client/UserInterface/Systems/Chat/Widgets/ChatBox.xaml.cs # Content.Client/UserInterface/Systems/Emotes/EmotesUIController.cs # Content.Client/Weapons/Ranged/Systems/GunSystem.cs # Content.IntegrationTests/Tests/Commands/SuicideCommandTests.cs # Content.IntegrationTests/Tests/Damageable/DamageableTest.cs # Content.IntegrationTests/Tests/PostMapInitTest.cs # Content.Server/Administration/Commands/AdminWhoCommand.cs # Content.Server/Administration/Commands/PardonCommand.cs # Content.Server/Administration/Commands/RoleUnbanCommand.cs # Content.Server/Administration/Commands/SetOutfitCommand.cs # Content.Server/Administration/Systems/AdminVerbSystem.Antags.cs # Content.Server/Administration/Systems/AdminVerbSystem.Smites.cs # Content.Server/AlertLevel/Commands/SetAlertLevelCommand.cs # Content.Server/Body/Components/BloodstreamComponent.cs # Content.Server/Body/Systems/BloodstreamSystem.cs # Content.Server/Body/Systems/MetabolizerSystem.cs # Content.Server/Body/Systems/RespiratorSystem.cs # Content.Server/Chat/Managers/ChatSanitizationManager.cs # Content.Server/Chat/Systems/ChatSystem.Emote.cs # Content.Server/Chat/Systems/ChatSystem.cs # Content.Server/CrewManifest/CrewManifestSystem.cs # Content.Server/Emp/EmpSystem.cs # Content.Server/Explosion/EntitySystems/TriggerSystem.cs # Content.Server/Fax/FaxSystem.cs # Content.Server/Fluids/EntitySystems/AbsorbentSystem.cs # Content.Server/GameTicking/Commands/ForceMapCommand.cs # Content.Server/GameTicking/Commands/ForcePresetCommand.cs # Content.Server/GameTicking/Presets/GamePresetPrototype.cs # Content.Server/GameTicking/Rules/ChangelingRuleSystem.cs # Content.Server/GameTicking/Rules/Components/ChangelingRuleComponent.cs # Content.Server/GameTicking/Rules/NukeopsRuleSystem.cs # Content.Server/Ghost/Roles/GhostRoleSystem.cs # Content.Server/Implants/Components/ScramImplantComponent.cs # Content.Server/Implants/SubdermalImplantSystem.cs # Content.Server/Materials/ProduceMaterialExtractorSystem.cs # Content.Server/Medical/HealthAnalyzerSystem.cs # Content.Server/NPC/Systems/NPCCombatSystem.Ranged.cs # Content.Server/NPC/Systems/NPCSystem.cs # Content.Server/Polymorph/Systems/PolymorphSystem.cs # Content.Server/Radio/EntitySystems/HeadsetSystem.cs # Content.Server/Repairable/RepairableSystem.cs # Content.Server/Revenant/EntitySystems/RevenantSystem.cs # Content.Server/RoundEnd/RoundEndSystem.cs # Content.Server/Shuttles/Systems/EmergencyShuttleSystem.cs # Content.Server/Speech/EntitySystems/FrenchAccentSystem.cs # Content.Server/Speech/EntitySystems/FrontalLispSystem.cs # Content.Server/Speech/EntitySystems/LizardAccentSystem.cs # Content.Server/Speech/EntitySystems/MothAccentSystem.cs # Content.Server/Speech/EntitySystems/OwOAccentSystem.cs # Content.Server/Station/Systems/StationSpawningSystem.cs # Content.Server/StationEvents/Events/MeteorSwarmSystem.cs # Content.Server/Stunnable/Components/StunOnCollideComponent.cs # Content.Server/SurveillanceCamera/Components/SurveillanceCameraRouterComponent.cs # Content.Server/Weapons/Ranged/Systems/GunSystem.Cartridges.cs # Content.Server/Zombies/ZombieSystem.Transform.cs # Content.Server/Zombies/ZombieSystem.cs # Content.Shared/Actions/SharedActionsSystem.cs # Content.Shared/Bed/SharedBedSystem.cs # Content.Shared/Blocking/BlockingSystem.cs # Content.Shared/Body/Systems/SharedBodySystem.Parts.cs # Content.Shared/Chemistry/Components/SolutionRegenerationComponent.cs # Content.Shared/Chemistry/EntitySystems/HypospraySystem.cs # Content.Shared/Construction/Conditions/TileNotBlocked.cs # Content.Shared/Cuffs/SharedCuffableSystem.cs # Content.Shared/Doors/Systems/SharedDoorSystem.cs # Content.Shared/Emoting/EmoteAttemptEvent.cs # Content.Shared/Eye/Blinding/Systems/BlindableSystem.cs # Content.Shared/Eye/VisibilityFlags.cs # Content.Shared/Hands/EntitySystems/SharedHandsSystem.Pickup.cs # Content.Shared/Humanoid/HumanoidCharacterAppearance.cs # Content.Shared/Interaction/SmartEquipSystem.cs # Content.Shared/Inventory/InventorySystem.Relay.cs # Content.Shared/Medical/Cryogenics/SharedCryoPodSystem.cs # Content.Shared/Medical/Healing/HealingSystem.cs # Content.Shared/Medical/HealingComponent.cs # Content.Shared/Nutrition/EntitySystems/FoodSystem.cs # Content.Shared/Slippery/SlipperySystem.cs # Content.Shared/SprayPainter/SharedSprayPainterSystem.cs # Content.Shared/Standing/StandingStateComponent.cs # Content.Shared/Standing/StandingStateSystem.cs # Content.Shared/Station/SharedStationSpawningSystem.cs # Content.Shared/Stunnable/SharedStunSystem.cs # Content.Shared/SurveillanceCamera/SharedSurveillanceCameraMonitorSystem.cs # Content.Shared/VendingMachines/VendingMachineComponent.cs # Content.Shared/Warps/WarpPointSystem.cs # Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs # Content.Shared/Weapons/Ranged/Systems/SharedGunSystem.cs # Content.Shared/Wieldable/SharedWieldableSystem.cs # Resources/Audio/Ambience/Antag/attributions.yml # Resources/Audio/Ambience/Antag/changeling_start.ogg # Resources/Audio/Effects/attributions.yml # Resources/Audio/Lobby/attributions.yml # Resources/Audio/Machines/attributions.yml # Resources/Audio/Weapons/Guns/Gunshots/attributions.yml # Resources/Locale/en-US/_strings/administration/antag.ftl # Resources/Locale/en-US/_strings/administration/commands/camera.ftl # Resources/Locale/en-US/_strings/administration/commands/dsay-command.ftl # Resources/Locale/en-US/_strings/administration/commands/follow-command.ftl # Resources/Locale/en-US/_strings/administration/smites.ftl # Resources/Locale/en-US/_strings/administration/ui/admin-camera-window.ftl # Resources/Locale/en-US/_strings/administration/ui/role-bans.ftl # Resources/Locale/en-US/_strings/alerts/alerts.ftl # Resources/Locale/en-US/_strings/atmos/gas-pressure-regulator-system.ftl # Resources/Locale/en-US/_strings/bonk/components/bonkable-component.ftl # Resources/Locale/en-US/_strings/commands/add-body-part-command.ftl # Resources/Locale/en-US/_strings/commands/admin-logs-command.ftl # Resources/Locale/en-US/_strings/commands/admin-who-command.ftl # Resources/Locale/en-US/_strings/commands/asay-command.ftl # Resources/Locale/en-US/_strings/commands/crew-manifest-command.ftl # Resources/Locale/en-US/_strings/commands/deadmin-command.ftl # Resources/Locale/en-US/_strings/commands/delete-component-command.ftl # Resources/Locale/en-US/_strings/commands/destroy-mechanism-command.ftl # Resources/Locale/en-US/_strings/commands/dirty-command.ftl # Resources/Locale/en-US/_strings/commands/dsay-command.ftl # Resources/Locale/en-US/_strings/commands/dump-reagent-guide-text-command.ftl # Resources/Locale/en-US/_strings/commands/eye-commands.ftl # Resources/Locale/en-US/_strings/commands/follow-command.ftl # Resources/Locale/en-US/_strings/commands/force-map-command.ftl # Resources/Locale/en-US/_strings/commands/force-preset-command.ftl # Resources/Locale/en-US/_strings/commands/ghost-kick-command.ftl # Resources/Locale/en-US/_strings/commands/ghost-visibility-commands.ftl # Resources/Locale/en-US/_strings/commands/go-lobby-command.ftl # Resources/Locale/en-US/_strings/commands/grid-drag-command.ftl # Resources/Locale/en-US/_strings/commands/is-afk-command.ftl # Resources/Locale/en-US/_strings/commands/makesentient-command.ftl # Resources/Locale/en-US/_strings/commands/map-commands.ftl # Resources/Locale/en-US/_strings/commands/mapping-client-side-setup-command.ftl # Resources/Locale/en-US/_strings/commands/mappingclientsidesetup-command.ftl # Resources/Locale/en-US/_strings/commands/me-command.ftl # Resources/Locale/en-US/_strings/commands/mind-info-command.ftl # Resources/Locale/en-US/_strings/commands/node-vis-commands.ftl # Resources/Locale/en-US/_strings/commands/npc-command.ftl # Resources/Locale/en-US/_strings/commands/nukecodes-command.ftl # Resources/Locale/en-US/_strings/commands/ooc-command.ftl # Resources/Locale/en-US/_strings/commands/pardon-command.ftl # Resources/Locale/en-US/_strings/commands/powerstat-command.ftl # Resources/Locale/en-US/_strings/commands/promote-host-command.ftl # Resources/Locale/en-US/_strings/commands/radiation-command.ftl # Resources/Locale/en-US/_strings/commands/readmin-command.ftl # Resources/Locale/en-US/_strings/commands/remove-extra-components-command.ftl # Resources/Locale/en-US/_strings/commands/role-commands.ftl # Resources/Locale/en-US/_strings/commands/say-command.ftl # Resources/Locale/en-US/_strings/commands/set-battery-percent-command.ftl # Resources/Locale/en-US/_strings/commands/show-ambient-command.ftl # Resources/Locale/en-US/_strings/commands/show-gun-spread-command.ftl # Resources/Locale/en-US/_strings/commands/show-htn-command.ftl # Resources/Locale/en-US/_strings/commands/showrules-command.ftl # Resources/Locale/en-US/_strings/commands/spawn-entity-list-command.ftl # Resources/Locale/en-US/_strings/commands/start-singularity-command.ftl # Resources/Locale/en-US/_strings/commands/tile-pry-command.ftl # Resources/Locale/en-US/_strings/commands/toggle-decals-command.ftl # Resources/Locale/en-US/_strings/commands/toggle-disallow-late-join-command.ftl # Resources/Locale/en-US/_strings/commands/unlocknode-command.ftl # Resources/Locale/en-US/_strings/commands/whisper-command.ftl # Resources/Locale/en-US/_strings/components/gas-pressure-regulator-component.ftl # Resources/Locale/en-US/_strings/engineer-painter/engineer-painter.ftl # Resources/Locale/en-US/_strings/game-ticking/forcemap-command.ftl # Resources/Locale/en-US/_strings/interaction/interaction-popup-component.ftl # Resources/Locale/en-US/_strings/markings/vox_tattoos.ftl # Resources/Locale/en-US/_strings/materials/material-extractor.ftl # Resources/Locale/en-US/_strings/movement/eye.ftl # Resources/Locale/en-US/_strings/nutrition/components/food-component.ftl # Resources/Locale/en-US/_strings/nutrition/components/ingestion-system.ftl # Resources/Locale/en-US/_strings/nutrition/components/sealable-component.ftl # Resources/Locale/en-US/_strings/radiation/radiation-command.ftl # Resources/Locale/en-US/_strings/reagents/meta/physical-desc.ftl # Resources/Locale/en-US/_strings/research/technologies.ftl # Resources/Locale/en-US/_strings/seeds/seeds.ftl # Resources/Locale/en-US/_strings/weapons/grenades/timer-trigger.ftl # Resources/Locale/en-US/_strings/weapons/grenades/voice-trigger.ftl # Resources/Locale/en-US/commands/mapping-client-side-setup-command.ftl # Resources/Locale/en-US/recipes/tags.ftl # Resources/Maps/_Sunrise/Station/bagel.yml # Resources/Maps/_Sunrise/Station/barratry.yml # Resources/Maps/_Sunrise/Station/box.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/amber.yml # Resources/Maps/centcomm.yml # Resources/Prototypes/Catalog/Fills/Backpacks/duffelbag.yml # Resources/Prototypes/Catalog/Fills/Lockers/security.yml # Resources/Prototypes/Catalog/Fills/Lockers/service.yml # Resources/Prototypes/Catalog/Fills/Lockers/suit_storage.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/coffee.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/sustenance.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/winterdrobe.yml # Resources/Prototypes/Entities/Clothing/Belt/belts.yml # Resources/Prototypes/Entities/Clothing/Eyes/glasses.yml # Resources/Prototypes/Entities/Clothing/Eyes/hud.yml # Resources/Prototypes/Entities/Clothing/Head/hardsuit-helmets.yml # Resources/Prototypes/Entities/Clothing/Head/hats.yml # Resources/Prototypes/Entities/Clothing/Head/helmets.yml # Resources/Prototypes/Entities/Clothing/Head/hoods.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/armor.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/hardsuits.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/softsuits.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/suits.yml # Resources/Prototypes/Entities/Mobs/NPCs/animals.yml # Resources/Prototypes/Entities/Mobs/NPCs/carp.yml # Resources/Prototypes/Entities/Mobs/NPCs/pets.yml # Resources/Prototypes/Entities/Mobs/NPCs/revenant.yml # Resources/Prototypes/Entities/Mobs/Player/admin_ghost.yml # Resources/Prototypes/Entities/Mobs/Player/clone.yml # Resources/Prototypes/Entities/Mobs/Species/base.yml # Resources/Prototypes/Entities/Mobs/Species/dwarf.yml # Resources/Prototypes/Entities/Mobs/base.yml # Resources/Prototypes/Entities/Objects/Fun/pai.yml # Resources/Prototypes/Entities/Objects/Fun/toys.yml # Resources/Prototypes/Entities/Objects/Misc/subdermal_implants.yml # Resources/Prototypes/Entities/Objects/Shields/shields.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/healing.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/hypospray.yml # Resources/Prototypes/Entities/Objects/Tools/access_configurator.yml # Resources/Prototypes/Entities/Objects/Tools/matches.yml # Resources/Prototypes/Entities/Objects/Weapons/Bombs/plastic.yml # Resources/Prototypes/Entities/Objects/Weapons/Bombs/spider.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/caseless_rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/light_rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Projectiles/grenade.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Battery/battery_guns.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/projectiles.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Shotguns/shotguns.yml # Resources/Prototypes/Entities/Objects/Weapons/Melee/mining.yml # Resources/Prototypes/Entities/Objects/Weapons/Throwable/grenades.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/airlocks.yml # Resources/Prototypes/Entities/Structures/Doors/airlock_groups.yml # Resources/Prototypes/Entities/Structures/Furniture/beds.yml # Resources/Prototypes/Entities/Structures/Machines/vending_machines.yml # Resources/Prototypes/Entities/Structures/Power/debug_power.yml # Resources/Prototypes/Entities/Structures/Storage/Crates/crates.yml # Resources/Prototypes/Entities/Structures/Wallmounts/Misc/mirror.yml # Resources/Prototypes/GameRules/subgamemodes.yml # Resources/Prototypes/Reagents/Consumable/Drink/drinks.yml # Resources/Prototypes/Reagents/Consumable/Drink/soda.yml # Resources/Prototypes/Reagents/medicine.yml # Resources/Prototypes/Recipes/Lathes/Packs/tiles.yml # Resources/Prototypes/Recipes/Lathes/categories.yml # Resources/Prototypes/Recipes/Reactions/chemicals.yml # Resources/Prototypes/Roles/Antags/changeling.yml # Resources/Prototypes/name_identifier_groups.yml # Resources/Prototypes/tool_qualities.yml # Resources/ServerInfo/Guidebook/Antagonist/Zombies.xml # Resources/ServerInfo/Guidebook/Cargo/CargoBounties.xml # Resources/ServerInfo/Guidebook/Command.xml # Resources/ServerInfo/Guidebook/Glossary.xml # Resources/ServerInfo/Guidebook/NewPlayer/YourFirstCharacter.xml # Resources/ServerInfo/Guidebook/Science/Robotics.xml # Resources/ServerInfo/Guidebook/Science/ScannersAndVessels.xml # Resources/ServerInfo/Guidebook/Science/Science.xml # Resources/ServerInfo/Guidebook/SpaceStation14.xml # Resources/ServerInfo/Guidebook/Survival.xml # Resources/Textures/Clothing/Head/Hardsuits/atmospherics.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/capspace.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/cybersun.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/engineering-white.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/engineering-white.rsi/on-equipped-HELMET.png # Resources/Textures/Clothing/Head/Hardsuits/engineering.rsi/icon.png # Resources/Textures/Clothing/Head/Hardsuits/engineering.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/engineering.rsi/on-equipped-HELMET.png # Resources/Textures/Clothing/Head/Hardsuits/medical.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/rd.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/salvage.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/security.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/spatiohelm.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/syndicate.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/syndiecommander.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/syndieelite.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/wizard.rsi/meta.json # Resources/Textures/Clothing/Head/Helmets/atmos_firehelmet.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Armor/captain_carapace.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Armor/security.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/atmospherics.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/capspace.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/cybersun.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/engineering-white.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/engineering.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/medical.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/paramed.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/rd.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/salvage.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/security.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/spatio.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/syndicate.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/syndiecommander.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/syndieelite.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/wizard.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Suits/atmos_firesuit.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Suits/eva.rsi/meta.json # Resources/Textures/Interface/Misc/job_icons.rsi/meta.json # Resources/Textures/Objects/Misc/Lights/lampgreen.rsi/meta.json # Resources/Textures/Objects/Specific/Janitorial/janitorial_cart.rsi/meta.json # Resources/Textures/Objects/Tools/spray_painter.rsi/meta.json # Resources/Textures/Objects/Weapons/Melee/baseball_bat.rsi/meta.json # Resources/engineCommandPerms.yml # Resources/keybinds.yml # Resources/migration.yml
266 lines
10 KiB
C#
266 lines
10 KiB
C#
using System.Diagnostics.CodeAnalysis;
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using System.Numerics;
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using Content.Shared._Sunrise.Events;
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using Content.Shared.Administration.Logs;
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using Content.Shared.Database;
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using Content.Shared.Hands;
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using Content.Shared.Inventory;
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using Content.Shared.Inventory.Events;
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using Content.Shared.Item.ItemToggle;
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using Content.Shared.Popups;
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using Content.Shared.Projectiles;
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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 Robust.Shared.Audio.Systems;
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using Robust.Shared.Network;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Physics.Systems;
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using Robust.Shared.Random;
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using Content.Shared.Examine;
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using Content.Shared.Localizations;
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namespace Content.Shared.Weapons.Reflect;
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/// <summary>
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/// This handles reflecting projectiles and hitscan shots.
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/// </summary>
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public sealed class ReflectSystem : EntitySystem
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{
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[Dependency] private readonly INetManager _netManager = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly ISharedAdminLogManager _adminLogger = default!;
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[Dependency] private readonly ItemToggleSystem _toggle = default!;
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[Dependency] private readonly SharedPopupSystem _popup = default!;
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[Dependency] private readonly SharedPhysicsSystem _physics = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly SharedTransformSystem _transform = default!;
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public override void Initialize()
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{
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base.Initialize();
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Subs.SubscribeWithRelay<ReflectComponent, ProjectileReflectAttemptEvent>(OnReflectUserCollide, baseEvent: false);
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Subs.SubscribeWithRelay<ReflectComponent, HitScanReflectAttemptEvent>(OnReflectUserHitscan, baseEvent: false);
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SubscribeLocalEvent<ReflectComponent, ProjectileReflectAttemptEvent>(OnReflectCollide);
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SubscribeLocalEvent<ReflectComponent, HitScanReflectAttemptEvent>(OnReflectHitscan);
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SubscribeLocalEvent<ReflectComponent, GotEquippedEvent>(OnReflectEquipped);
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SubscribeLocalEvent<ReflectComponent, GotUnequippedEvent>(OnReflectUnequipped);
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SubscribeLocalEvent<ReflectComponent, GotEquippedHandEvent>(OnReflectHandEquipped);
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SubscribeLocalEvent<ReflectComponent, GotUnequippedHandEvent>(OnReflectHandUnequipped);
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SubscribeLocalEvent<ReflectComponent, ExaminedEvent>(OnExamine);
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}
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private void OnReflectUserCollide(Entity<ReflectComponent> ent, ref ProjectileReflectAttemptEvent args)
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{
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if (args.Cancelled)
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return;
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if (!ent.Comp.InRightPlace)
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return; // only reflect when equipped correctly
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if (TryReflectProjectile(ent, ent.Owner, args.ProjUid))
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args.Cancelled = true;
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}
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private void OnReflectUserHitscan(Entity<ReflectComponent> ent, ref HitScanReflectAttemptEvent args)
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{
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if (args.Reflected)
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return;
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if (!ent.Comp.InRightPlace)
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return; // only reflect when equipped correctly
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if (TryReflectHitscan(ent, ent.Owner, args.Shooter, args.SourceItem, args.Direction, args.Reflective, out var dir))
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{
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args.Direction = dir.Value;
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args.Reflected = true;
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}
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}
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private void OnReflectCollide(Entity<ReflectComponent> ent, ref ProjectileReflectAttemptEvent args)
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{
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if (args.Cancelled)
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return;
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if (TryReflectProjectile(ent, ent.Owner, args.ProjUid))
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args.Cancelled = true;
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}
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private void OnReflectHitscan(Entity<ReflectComponent> ent, ref HitScanReflectAttemptEvent args)
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{
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if (args.Reflected)
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return;
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if (TryReflectHitscan(ent, ent.Owner, args.Shooter, args.SourceItem, args.Direction, args.Reflective, out var dir))
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{
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args.Direction = dir.Value;
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args.Reflected = true;
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}
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}
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private bool TryReflectProjectile(Entity<ReflectComponent> reflector, EntityUid user, Entity<ProjectileComponent?> projectile)
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{
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if (!TryComp<ReflectiveComponent>(projectile, out var reflective) ||
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(reflector.Comp.Reflects & reflective.Reflective) == 0x0 ||
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!_toggle.IsActivated(reflector.Owner) ||
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!_random.Prob(reflector.Comp.ReflectProb) ||
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!TryComp<PhysicsComponent>(projectile, out var physics))
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{
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return false;
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}
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// Sunrise-Start
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if (reflector.Comp.OverrideAngle is not null)
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|
{
|
|
var overrideAngle = _transform.GetWorldRotation(reflector) + reflector.Comp.OverrideAngle.Value;
|
|
|
|
var existingVelocity = _physics.GetMapLinearVelocity(projectile, component: physics);
|
|
var relativeVelocity = existingVelocity - _physics.GetMapLinearVelocity(user);
|
|
var speed = relativeVelocity.Length();
|
|
|
|
var newVelocity = new Vector2((float)Math.Cos(overrideAngle), (float)Math.Sin(overrideAngle)) * speed;
|
|
|
|
var difference = newVelocity - existingVelocity;
|
|
_physics.SetLinearVelocity(projectile, physics.LinearVelocity + difference, body: physics);
|
|
var velocityAngle = (float)Math.Atan2(newVelocity.Y, newVelocity.X);
|
|
_transform.SetWorldRotation(projectile, velocityAngle - reflector.Comp.OverrideAngle.Value);
|
|
}
|
|
else
|
|
{
|
|
var rotation = _random.NextAngle(-reflector.Comp.Spread / 2, reflector.Comp.Spread / 2).Opposite();
|
|
var existingVelocity = _physics.GetMapLinearVelocity(projectile, component: physics);
|
|
var relativeVelocity = existingVelocity - _physics.GetMapLinearVelocity(user);
|
|
var newVelocity = rotation.RotateVec(relativeVelocity);
|
|
|
|
var difference = newVelocity - existingVelocity;
|
|
|
|
_physics.SetLinearVelocity(projectile, physics.LinearVelocity + difference, body: physics);
|
|
|
|
var locRot = Transform(projectile).LocalRotation;
|
|
var newRot = rotation.RotateVec(locRot.ToVec());
|
|
_transform.SetLocalRotation(projectile, newRot.ToAngle());
|
|
}
|
|
// Sunrise-End
|
|
|
|
PlayAudioAndPopup(reflector.Comp, user);
|
|
|
|
if (Resolve(projectile, ref projectile.Comp, false))
|
|
{
|
|
_adminLogger.Add(LogType.BulletHit, LogImpact.Medium, $"{ToPrettyString(user)} reflected {ToPrettyString(projectile)} from {ToPrettyString(projectile.Comp.Weapon)} shot by {projectile.Comp.Shooter}");
|
|
|
|
projectile.Comp.Shooter = user;
|
|
projectile.Comp.Weapon = user;
|
|
Dirty(projectile, projectile.Comp);
|
|
|
|
var reflectedEv = new ReflectedEvent(projectile.Comp.Shooter, projectile.Comp.Weapon.Value, projectile.Comp.Damage, reflective.Reflective);
|
|
RaiseLocalEvent(reflector, reflectedEv);
|
|
}
|
|
else
|
|
{
|
|
_adminLogger.Add(LogType.BulletHit, LogImpact.Medium, $"{ToPrettyString(user)} reflected {ToPrettyString(projectile)}");
|
|
}
|
|
|
|
return true;
|
|
}
|
|
private bool TryReflectHitscan(
|
|
Entity<ReflectComponent> reflector,
|
|
EntityUid user,
|
|
EntityUid? shooter,
|
|
EntityUid shotSource,
|
|
Vector2 direction,
|
|
ReflectType hitscanReflectType,
|
|
[NotNullWhen(true)] out Vector2? newDirection)
|
|
{
|
|
if ((reflector.Comp.Reflects & hitscanReflectType) == 0x0 ||
|
|
!_toggle.IsActivated(reflector.Owner) ||
|
|
!_random.Prob(reflector.Comp.ReflectProb))
|
|
{
|
|
newDirection = null;
|
|
return false;
|
|
}
|
|
|
|
PlayAudioAndPopup(reflector.Comp, user);
|
|
|
|
// Sunrise-Start
|
|
if (reflector.Comp.OverrideAngle is { } newAngle)
|
|
{
|
|
var overrideAngle = _transform.GetWorldRotation(reflector) + newAngle;
|
|
newDirection = new Vector2((float)Math.Cos(overrideAngle), (float)Math.Sin(overrideAngle));
|
|
newDirection = newDirection.Value.Normalized();
|
|
}
|
|
else
|
|
{
|
|
var spread = _random.NextAngle(-reflector.Comp.Spread / 2, reflector.Comp.Spread / 2);
|
|
newDirection = -spread.RotateVec(direction);
|
|
}
|
|
// Sunrise-End
|
|
|
|
if (shooter != null)
|
|
_adminLogger.Add(LogType.HitScanHit, LogImpact.Medium, $"{ToPrettyString(user)} reflected hitscan from {ToPrettyString(shotSource)} shot by {ToPrettyString(shooter.Value)}");
|
|
else
|
|
_adminLogger.Add(LogType.HitScanHit, LogImpact.Medium, $"{ToPrettyString(user)} reflected hitscan from {ToPrettyString(shotSource)}");
|
|
|
|
return true;
|
|
}
|
|
|
|
private void PlayAudioAndPopup(ReflectComponent reflect, EntityUid user)
|
|
{
|
|
// Can probably be changed for prediction
|
|
if (_netManager.IsServer)
|
|
{
|
|
_popup.PopupEntity(Loc.GetString("reflect-shot"), user);
|
|
_audio.PlayPvs(reflect.SoundOnReflect, user);
|
|
}
|
|
}
|
|
|
|
private void OnReflectEquipped(Entity<ReflectComponent> ent, ref GotEquippedEvent args)
|
|
{
|
|
ent.Comp.InRightPlace = (ent.Comp.SlotFlags & args.SlotFlags) == args.SlotFlags;
|
|
Dirty(ent);
|
|
}
|
|
|
|
private void OnReflectUnequipped(Entity<ReflectComponent> ent, ref GotUnequippedEvent args)
|
|
{
|
|
ent.Comp.InRightPlace = false;
|
|
Dirty(ent);
|
|
}
|
|
|
|
private void OnReflectHandEquipped(Entity<ReflectComponent> ent, ref GotEquippedHandEvent args)
|
|
{
|
|
ent.Comp.InRightPlace = ent.Comp.ReflectingInHands;
|
|
Dirty(ent);
|
|
}
|
|
|
|
private void OnReflectHandUnequipped(Entity<ReflectComponent> ent, ref GotUnequippedHandEvent args)
|
|
{
|
|
ent.Comp.InRightPlace = false;
|
|
Dirty(ent);
|
|
}
|
|
|
|
#region Examine
|
|
private void OnExamine(Entity<ReflectComponent> ent, ref ExaminedEvent args)
|
|
{
|
|
// This isn't examine verb or something just because it looks too much bad.
|
|
// Trust me, universal verb for the potential weapons, armor and walls looks awful.
|
|
var value = MathF.Round(ent.Comp.ReflectProb * 100, 1);
|
|
|
|
if (!_toggle.IsActivated(ent.Owner) || value == 0 || ent.Comp.Reflects == ReflectType.None)
|
|
return;
|
|
|
|
var compTypes = ent.Comp.Reflects.ToString().Split(", ");
|
|
|
|
List<string> typeList = new(compTypes.Length);
|
|
|
|
for (var i = 0; i < compTypes.Length; i++)
|
|
{
|
|
var type = Loc.GetString(("reflect-component-" + compTypes[i]).ToLower());
|
|
typeList.Add(type);
|
|
}
|
|
|
|
var msg = ContentLocalizationManager.FormatList(typeList);
|
|
|
|
args.PushMarkup(Loc.GetString("reflect-component-examine", ("value", value), ("type", msg)));
|
|
}
|
|
#endregion
|
|
}
|