# 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
341 lines
13 KiB
C#
341 lines
13 KiB
C#
using System.Linq;
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using Content.Shared.Actions;
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using Content.Shared.Damage;
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using Content.Shared.Examine;
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using Content.Shared.Hands;
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using Content.Shared.Hands.Components;
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using Content.Shared.Hands.EntitySystems;
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using Content.Shared.IdentityManagement;
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using Content.Shared.Interaction.Events;
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using Content.Shared.Maps;
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using Content.Shared.Mobs.Components;
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using Content.Shared.Physics;
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using Content.Shared.Popups;
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using Content.Shared.Toggleable;
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using Content.Shared.Verbs;
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using Content.Shared.Item.ItemToggle; // Sunrise-Edit
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using Robust.Shared.Physics;
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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.Utility;
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namespace Content.Shared.Blocking;
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public sealed partial class BlockingSystem : EntitySystem
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{
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[Dependency] private readonly SharedActionsSystem _actionsSystem = default!;
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[Dependency] private readonly ActionContainerSystem _actionContainer = default!;
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[Dependency] private readonly SharedTransformSystem _transformSystem = default!;
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[Dependency] private readonly FixtureSystem _fixtureSystem = default!;
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[Dependency] private readonly SharedHandsSystem _handsSystem = default!;
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[Dependency] private readonly SharedPopupSystem _popupSystem = default!;
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[Dependency] private readonly EntityLookupSystem _lookup = default!;
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[Dependency] private readonly SharedPhysicsSystem _physics = default!;
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[Dependency] private readonly ExamineSystemShared _examine = default!;
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[Dependency] private readonly TurfSystem _turf = default!;
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[Dependency] private readonly ItemToggleSystem _toggle = default!; // Sunrise-Edit
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public override void Initialize()
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{
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base.Initialize();
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InitializeUser();
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SubscribeLocalEvent<BlockingComponent, GotEquippedHandEvent>(OnEquip);
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SubscribeLocalEvent<BlockingComponent, GotUnequippedHandEvent>(OnUnequip);
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SubscribeLocalEvent<BlockingComponent, DroppedEvent>(OnDrop);
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SubscribeLocalEvent<BlockingComponent, GetItemActionsEvent>(OnGetActions);
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SubscribeLocalEvent<BlockingComponent, ToggleActionEvent>(OnToggleAction);
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SubscribeLocalEvent<BlockingComponent, ComponentShutdown>(OnShutdown);
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SubscribeLocalEvent<BlockingComponent, GetVerbsEvent<ExamineVerb>>(OnVerbExamine);
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SubscribeLocalEvent<BlockingComponent, MapInitEvent>(OnMapInit);
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}
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private void OnMapInit(EntityUid uid, BlockingComponent component, MapInitEvent args)
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{
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_actionContainer.EnsureAction(uid, ref component.BlockingToggleActionEntity, component.BlockingToggleAction);
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Dirty(uid, component);
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}
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private void OnEquip(EntityUid uid, BlockingComponent component, GotEquippedHandEvent args)
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{
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component.User = args.User;
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Dirty(uid, component);
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//To make sure that this bodytype doesn't get set as anything but the original
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if (TryComp<PhysicsComponent>(args.User, out var physicsComponent) && physicsComponent.BodyType != BodyType.Static && !HasComp<BlockingUserComponent>(args.User))
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{
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var userComp = EnsureComp<BlockingUserComponent>(args.User);
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userComp.BlockingItem = uid;
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userComp.OriginalBodyType = physicsComponent.BodyType;
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}
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}
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private void OnUnequip(EntityUid uid, BlockingComponent component, GotUnequippedHandEvent args)
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{
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StopBlockingHelper(uid, component, args.User);
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}
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private void OnDrop(EntityUid uid, BlockingComponent component, DroppedEvent args)
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{
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StopBlockingHelper(uid, component, args.User);
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}
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private void OnGetActions(EntityUid uid, BlockingComponent component, GetItemActionsEvent args)
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{
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args.AddAction(ref component.BlockingToggleActionEntity, component.BlockingToggleAction);
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}
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private void OnToggleAction(EntityUid uid, BlockingComponent component, ToggleActionEvent args)
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{
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if (args.Handled)
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return;
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var blockQuery = GetEntityQuery<BlockingComponent>();
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var handQuery = GetEntityQuery<HandsComponent>();
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if (!handQuery.TryGetComponent(args.Performer, out var hands))
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return;
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var shields = _handsSystem.EnumerateHeld((args.Performer, hands)).ToArray();
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foreach (var shield in shields)
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{
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if (shield == uid)
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continue;
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if (blockQuery.TryGetComponent(shield, out var otherBlockComp) && otherBlockComp.IsBlocking)
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{
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CantBlockError(args.Performer);
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return;
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}
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}
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if (component.IsBlocking)
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StopBlocking(uid, component, args.Performer);
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else
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|
StartBlocking(uid, component, args.Performer);
|
|
|
|
args.Handled = true;
|
|
}
|
|
|
|
private void OnShutdown(EntityUid uid, BlockingComponent component, ComponentShutdown args)
|
|
{
|
|
//In theory the user should not be null when this fires off
|
|
if (component.User != null)
|
|
{
|
|
_actionsSystem.RemoveProvidedActions(component.User.Value, uid);
|
|
StopBlockingHelper(uid, component, component.User.Value);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Called where you want the user to start blocking
|
|
/// Creates a new hard fixture to bodyblock
|
|
/// Also makes the user static to prevent prediction issues
|
|
/// </summary>
|
|
/// <param name="item"> The entity with the blocking component</param>
|
|
/// <param name="component"> The <see cref="BlockingComponent"/></param>
|
|
/// <param name="user"> The entity who's using the item to block</param>
|
|
/// <returns></returns>
|
|
public bool StartBlocking(EntityUid item, BlockingComponent component, EntityUid user)
|
|
{
|
|
if (component.IsBlocking)
|
|
return false;
|
|
|
|
var xform = Transform(user);
|
|
|
|
var shieldName = Name(item);
|
|
|
|
var blockerName = Identity.Entity(user, EntityManager);
|
|
var msgUser = Loc.GetString("action-popup-blocking-user", ("shield", shieldName));
|
|
var msgOther = Loc.GetString("action-popup-blocking-other", ("blockerName", blockerName), ("shield", shieldName));
|
|
|
|
//Don't allow someone to block if they're not parented to a grid
|
|
if (xform.GridUid != xform.ParentUid)
|
|
{
|
|
CantBlockError(user);
|
|
return false;
|
|
}
|
|
|
|
// Don't allow someone to block if they're not holding the shield
|
|
if (!_handsSystem.IsHolding(user, item, out _))
|
|
{
|
|
CantBlockError(user);
|
|
return false;
|
|
}
|
|
|
|
//Don't allow someone to block if someone else is on the same tile
|
|
var playerTileRef = _turf.GetTileRef(xform.Coordinates);
|
|
if (playerTileRef != null)
|
|
{
|
|
var intersecting = _lookup.GetLocalEntitiesIntersecting(playerTileRef.Value, 0f);
|
|
var mobQuery = GetEntityQuery<MobStateComponent>();
|
|
foreach (var uid in intersecting)
|
|
{
|
|
if (uid != user && mobQuery.HasComponent(uid))
|
|
{
|
|
TooCloseError(user);
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
|
|
//Don't allow someone to block if they're somehow not anchored.
|
|
_transformSystem.AnchorEntity(user, xform);
|
|
if (!xform.Anchored)
|
|
{
|
|
CantBlockError(user);
|
|
return false;
|
|
}
|
|
_actionsSystem.SetToggled(component.BlockingToggleActionEntity, true);
|
|
_popupSystem.PopupPredicted(msgUser, msgOther, user, user);
|
|
|
|
if (TryComp<PhysicsComponent>(user, out var physicsComponent))
|
|
{
|
|
_fixtureSystem.TryCreateFixture(user,
|
|
component.Shape,
|
|
BlockingComponent.BlockFixtureID,
|
|
hard: true,
|
|
collisionLayer: (int)CollisionGroup.WallLayer,
|
|
body: physicsComponent);
|
|
}
|
|
|
|
component.IsBlocking = true;
|
|
Dirty(item, component);
|
|
|
|
return true;
|
|
}
|
|
|
|
private void CantBlockError(EntityUid user)
|
|
{
|
|
var msgError = Loc.GetString("action-popup-blocking-user-cant-block");
|
|
_popupSystem.PopupClient(msgError, user, user);
|
|
}
|
|
|
|
private void TooCloseError(EntityUid user)
|
|
{
|
|
var msgError = Loc.GetString("action-popup-blocking-user-too-close");
|
|
_popupSystem.PopupClient(msgError, user, user);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Called where you want the user to stop blocking.
|
|
/// </summary>
|
|
/// <param name="item"> The entity with the blocking component</param>
|
|
/// <param name="component"> The <see cref="BlockingComponent"/></param>
|
|
/// <param name="user"> The entity who's using the item to block</param>
|
|
/// <returns></returns>
|
|
public bool StopBlocking(EntityUid item, BlockingComponent component, EntityUid user)
|
|
{
|
|
if (!component.IsBlocking)
|
|
return false;
|
|
|
|
var xform = Transform(user);
|
|
|
|
var shieldName = Name(item);
|
|
|
|
var blockerName = Identity.Entity(user, EntityManager);
|
|
var msgUser = Loc.GetString("action-popup-blocking-disabling-user", ("shield", shieldName));
|
|
var msgOther = Loc.GetString("action-popup-blocking-disabling-other", ("blockerName", blockerName), ("shield", shieldName));
|
|
|
|
//If the component blocking toggle isn't null, grab the users SharedBlockingUserComponent and PhysicsComponent
|
|
//then toggle the action to false, unanchor the user, remove the hard fixture
|
|
//and set the users bodytype back to their original type
|
|
if (TryComp<BlockingUserComponent>(user, out var blockingUserComponent) && TryComp<PhysicsComponent>(user, out var physicsComponent))
|
|
{
|
|
if (xform.Anchored)
|
|
_transformSystem.Unanchor(user, xform);
|
|
|
|
_actionsSystem.SetToggled(component.BlockingToggleActionEntity, false);
|
|
_fixtureSystem.DestroyFixture(user, BlockingComponent.BlockFixtureID, body: physicsComponent);
|
|
_physics.SetBodyType(user, blockingUserComponent.OriginalBodyType, body: physicsComponent);
|
|
_popupSystem.PopupPredicted(msgUser, msgOther, user, user);
|
|
}
|
|
|
|
component.IsBlocking = false;
|
|
Dirty(item, component);
|
|
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Called where you want someone to stop blocking and to remove the <see cref="BlockingUserComponent"/> from them
|
|
/// Won't remove the <see cref="BlockingUserComponent"/> if they're holding another blocking item
|
|
/// </summary>
|
|
/// <param name="uid"> The item the component is attached to</param>
|
|
/// <param name="component"> The <see cref="BlockingComponent"/> </param>
|
|
/// <param name="user"> The person holding the blocking item </param>
|
|
private void StopBlockingHelper(EntityUid uid, BlockingComponent component, EntityUid user)
|
|
{
|
|
if (component.IsBlocking)
|
|
StopBlocking(uid, component, user);
|
|
|
|
var userQuery = GetEntityQuery<BlockingUserComponent>();
|
|
var handQuery = GetEntityQuery<HandsComponent>();
|
|
|
|
if (!handQuery.TryGetComponent(user, out var hands))
|
|
return;
|
|
|
|
var shields = _handsSystem.EnumerateHeld((user, hands)).ToArray();
|
|
|
|
foreach (var shield in shields)
|
|
{
|
|
if (HasComp<BlockingComponent>(shield) && userQuery.TryGetComponent(user, out var blockingUserComponent))
|
|
{
|
|
blockingUserComponent.BlockingItem = shield;
|
|
return;
|
|
}
|
|
}
|
|
|
|
RemComp<BlockingUserComponent>(user);
|
|
component.User = null;
|
|
}
|
|
|
|
private void OnVerbExamine(EntityUid uid, BlockingComponent component, GetVerbsEvent<ExamineVerb> args)
|
|
{
|
|
if (!args.CanInteract || !args.CanAccess)
|
|
return;
|
|
|
|
var fraction = component.IsBlocking ? component.ActiveBlockFraction : component.PassiveBlockFraction;
|
|
if (!_toggle.IsActivated(uid)) // Sunrise-Edit
|
|
fraction = 0f;
|
|
var modifier = component.IsBlocking ? component.ActiveBlockDamageModifier : component.PassiveBlockDamageModifer;
|
|
if (!_toggle.IsActivated(uid)) // Sunrise-Edit
|
|
modifier = new DamageModifierSet();
|
|
|
|
var msg = new FormattedMessage();
|
|
msg.AddMarkupOrThrow(Loc.GetString("blocking-fraction", ("value", MathF.Round(fraction * 100, 1))));
|
|
|
|
AppendCoefficients(modifier, msg);
|
|
|
|
_examine.AddDetailedExamineVerb(args, component, msg,
|
|
Loc.GetString("blocking-examinable-verb-text"),
|
|
"/Textures/Interface/VerbIcons/dot.svg.192dpi.png",
|
|
Loc.GetString("blocking-examinable-verb-message")
|
|
);
|
|
}
|
|
|
|
private void AppendCoefficients(DamageModifierSet modifiers, FormattedMessage msg)
|
|
{
|
|
foreach (var coefficient in modifiers.Coefficients)
|
|
{
|
|
msg.PushNewline();
|
|
msg.AddMarkupOrThrow(Robust.Shared.Localization.Loc.GetString("blocking-coefficient-value",
|
|
("type", coefficient.Key),
|
|
("value", MathF.Round(coefficient.Value * 100, 1))
|
|
));
|
|
}
|
|
|
|
foreach (var flat in modifiers.FlatReduction)
|
|
{
|
|
msg.PushNewline();
|
|
msg.AddMarkupOrThrow(Robust.Shared.Localization.Loc.GetString("blocking-reduction-value",
|
|
("type", flat.Key),
|
|
("value", flat.Value)
|
|
));
|
|
}
|
|
}
|
|
}
|