# Conflicts: # Content.Server/Access/Systems/AgentIDCardSystem.cs # Content.Server/GameTicking/Rules/ChangelingRuleSystem.cs # Content.Server/GameTicking/Rules/ThiefRuleSystem.cs # Content.Server/Medical/SuitSensors/SuitSensorSystem.cs # Content.Server/Zombies/ZombieSystem.cs # Content.Shared/Clothing/EntitySystems/SharedChameleonClothingSystem.cs # Content.Shared/Standing/StandingStateComponent.cs # Content.Shared/Standing/StandingStateSystem.cs # Content.Shared/Stunnable/SharedStunSystem.Knockdown.cs # Content.Shared/Stunnable/SharedStunSystem.cs # Resources/Locale/en-US/_strings/game-ticking/game-presets/preset-changeling.ftl # Resources/Locale/en-US/_strings/ghost/observer-role.ftl # Resources/Locale/en-US/_strings/robotics/borg_modules.ftl # Resources/Prototypes/Entities/Clothing/Ears/specific.yml # Resources/Prototypes/Entities/Clothing/Eyes/specific.yml # Resources/Prototypes/Entities/Clothing/Hands/specific.yml # Resources/Prototypes/Entities/Clothing/Head/specific.yml # Resources/Prototypes/Entities/Clothing/Neck/specific.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/specific.yml # Resources/Prototypes/Entities/Clothing/Shoes/specific.yml # Resources/Prototypes/Entities/Clothing/Uniforms/specific.yml # Resources/Prototypes/Entities/Mobs/NPCs/animals.yml # Resources/Prototypes/Entities/Objects/Materials/Sheets/glass.yml # Resources/Prototypes/Entities/Objects/Materials/Sheets/metal.yml # Resources/Prototypes/Entities/Objects/Materials/Sheets/other.yml # Resources/Prototypes/Entities/Objects/Materials/parts.yml # Resources/Prototypes/Entities/Objects/Specific/Robotics/borg_modules.yml
430 lines
14 KiB
C#
430 lines
14 KiB
C#
using Content.Shared._Sunrise.Biocode;
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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.Interaction;
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using Content.Shared.Interaction.Events;
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using Content.Shared.Item.ItemToggle.Components;
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using Content.Shared.Popups;
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using Content.Shared.Temperature;
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using Content.Shared.Toggleable;
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using Content.Shared.Verbs;
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using Content.Shared.Wieldable;
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using Robust.Shared.Audio;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Network;
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namespace Content.Shared.Item.ItemToggle;
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/// <summary>
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/// Handles generic item toggles, like a welder turning on and off, or an e-sword.
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/// </summary>
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/// <remarks>
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/// If you need extended functionality (e.g. requiring power) then add a new component and use events.
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/// </remarks>
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public sealed class ItemToggleSystem : EntitySystem
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{
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[Dependency] private readonly INetManager _netManager = default!;
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[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly SharedPopupSystem _popup = default!;
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[Dependency] private readonly SharedHandsSystem _handsSystem = default!;
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[Dependency] private readonly BiocodeSystem _biocodeSystem = default!;
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private EntityQuery<ItemToggleComponent> _query;
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public override void Initialize()
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{
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base.Initialize();
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_query = GetEntityQuery<ItemToggleComponent>();
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SubscribeLocalEvent<ItemToggleComponent, ComponentStartup>(OnStartup);
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SubscribeLocalEvent<ItemToggleComponent, MapInitEvent>(OnMapInit);
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SubscribeLocalEvent<ItemToggleComponent, ItemUnwieldedEvent>(TurnOffOnUnwielded);
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SubscribeLocalEvent<ItemToggleComponent, ItemWieldedEvent>(TurnOnOnWielded);
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SubscribeLocalEvent<ItemToggleComponent, UseInHandEvent>(OnUseInHand);
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SubscribeLocalEvent<ItemToggleComponent, GetVerbsEvent<ActivationVerb>>(OnActivateVerb);
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SubscribeLocalEvent<ItemToggleComponent, ActivateInWorldEvent>(OnActivate);
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SubscribeLocalEvent<ItemToggleHotComponent, IsHotEvent>(OnIsHotEvent);
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SubscribeLocalEvent<ItemToggleActiveSoundComponent, ItemToggledEvent>(UpdateActiveSound);
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// Sunrise-Edit
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SubscribeLocalEvent<ItemToggleComponent, GotUnequippedHandEvent>(OnItemToggleHandUnequipped);
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}
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// Sunrise-Start
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private void OnItemToggleHandUnequipped(Entity<ItemToggleComponent> ent, ref GotUnequippedHandEvent args)
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{
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if (!ent.Comp.Activated || ent.Owner != args.Unequipped || !ent.Comp.DeactivateUnequippedHand)
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return;
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Toggle((ent.Owner, ent.Comp), args.User, predicted: ent.Comp.Predictable);
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}
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// Sunrise-End
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private void OnStartup(Entity<ItemToggleComponent> ent, ref ComponentStartup args)
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{
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UpdateVisuals(ent);
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}
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private void OnMapInit(Entity<ItemToggleComponent> ent, ref MapInitEvent args)
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{
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if (!ent.Comp.Activated)
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return;
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var ev = new ItemToggledEvent(Predicted: ent.Comp.Predictable, Activated: ent.Comp.Activated, User: null);
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RaiseLocalEvent(ent, ref ev);
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}
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private void OnUseInHand(Entity<ItemToggleComponent> ent, ref UseInHandEvent args)
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{
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if (args.Handled || !ent.Comp.OnUse)
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return;
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// Sunrise-Start
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if (TryComp<HandsComponent>(args.User, out var handsComp))
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{
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if (!_handsSystem.TryGetActiveItem((args.User, handsComp), out var itemInHand))
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return;
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if (itemInHand != ent.Owner)
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return;
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}
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if (TryComp<BiocodeComponent>(ent.Owner, out var biocodedComponent))
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{
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if (!_biocodeSystem.CanUse(args.User, biocodedComponent.Factions))
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return;
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}
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// Sunrise-End
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args.Handled = true;
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Toggle((ent, ent.Comp), args.User, predicted: ent.Comp.Predictable);
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}
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private void OnActivateVerb(Entity<ItemToggleComponent> ent, ref GetVerbsEvent<ActivationVerb> args)
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{
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if (!args.CanAccess || !args.CanInteract || !ent.Comp.OnActivate)
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return;
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var user = args.User;
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// Sunrise-Start
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if (!ent.Comp.CanActivateInhand) // Верб позволяет активировать в руке ПНВ и термалы, а нам это не нужно
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return;
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if (TryComp<HandsComponent>(args.User, out var handsComp))
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{
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if (!_handsSystem.TryGetActiveItem((args.User, handsComp), out var itemInHand))
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return;
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if (itemInHand != ent.Owner)
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return;
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}
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if (TryComp<BiocodeComponent>(ent.Owner, out var biocodedComponent))
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{
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if (!_biocodeSystem.CanUse(args.User, biocodedComponent.Factions))
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return;
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}
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// Sunrise-End
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if (ent.Comp.Activated)
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{
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var ev = new ItemToggleDeactivateAttemptEvent(args.User);
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RaiseLocalEvent(ent.Owner, ref ev);
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if (ev.Cancelled)
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return;
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}
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else
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{
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var ev = new ItemToggleActivateAttemptEvent(args.User);
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RaiseLocalEvent(ent.Owner, ref ev);
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if (ev.Cancelled)
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return;
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}
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args.Verbs.Add(new ActivationVerb()
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{
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Text = !ent.Comp.Activated ? Loc.GetString(ent.Comp.VerbToggleOn) : Loc.GetString(ent.Comp.VerbToggleOff),
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Act = () =>
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{
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Toggle((ent.Owner, ent.Comp), user, predicted: ent.Comp.Predictable);
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}
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});
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}
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private void OnActivate(Entity<ItemToggleComponent> ent, ref ActivateInWorldEvent args)
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{
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if (args.Handled || !ent.Comp.OnActivate)
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return;
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// Sunrise-Start
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if (TryComp<HandsComponent>(args.User, out var handsComp))
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{
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if (!_handsSystem.TryGetActiveItem((args.User, handsComp), out var itemInHand))
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return;
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if (itemInHand != ent.Owner)
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return;
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}
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if (TryComp<BiocodeComponent>(ent.Owner, out var biocodedComponent))
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{
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if (!_biocodeSystem.CanUse(args.User, biocodedComponent.Factions))
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return;
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}
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// Sunrise-End
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args.Handled = true;
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Toggle((ent.Owner, ent.Comp), args.User, predicted: ent.Comp.Predictable);
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}
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/// <summary>
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/// Used when an item is attempted to be toggled.
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/// Sets its state to the opposite of what it is.
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/// </summary>
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/// <returns>Same as <see cref="TrySetActive"/></returns>
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public bool Toggle(Entity<ItemToggleComponent?> ent, EntityUid? user = null, bool predicted = true, bool showPopup = true)
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{
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if (!_query.Resolve(ent, ref ent.Comp, false))
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return false;
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return TrySetActive(ent, !ent.Comp.Activated, user, predicted, showPopup);
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}
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/// <summary>
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/// Tries to set the activated bool from a value.
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/// </summary>
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/// <returns>false if the attempt fails for any reason</returns>
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public bool TrySetActive(Entity<ItemToggleComponent?> ent, bool active, EntityUid? user = null, bool predicted = true, bool showPopup = true)
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{
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if (active)
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return TryActivate(ent, user, predicted: predicted, showPopup);
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else
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return TryDeactivate(ent, user, predicted: predicted, showPopup);
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}
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/// <summary>
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/// Used when an item is attempting to be activated. It returns false if the attempt fails any reason, interrupting the activation.
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/// </summary>
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public bool TryActivate(Entity<ItemToggleComponent?> ent, EntityUid? user = null, bool predicted = true, bool showPopup = true)
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{
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if (!_query.Resolve(ent, ref ent.Comp, false))
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return false;
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var uid = ent.Owner;
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var comp = ent.Comp;
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if (comp.Activated)
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return true;
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var attempt = new ItemToggleActivateAttemptEvent(user);
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RaiseLocalEvent(uid, ref attempt);
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if (!comp.Predictable)
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predicted = false;
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if (!predicted && _netManager.IsClient)
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return false;
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if (attempt.Cancelled)
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{
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if (attempt.Silent)
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return false;
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if (predicted)
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_audio.PlayPredicted(comp.SoundFailToActivate, uid, user);
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else
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_audio.PlayPvs(comp.SoundFailToActivate, uid);
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if (showPopup && attempt.Popup != null && user != null)
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{
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if (predicted)
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_popup.PopupClient(attempt.Popup, uid, user.Value);
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else
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_popup.PopupEntity(attempt.Popup, uid, user.Value);
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}
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return false;
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}
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Activate((uid, comp), predicted, user, showPopup);
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return true;
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}
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/// <summary>
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/// Used when an item is attempting to be deactivated. It returns false if the attempt fails any reason, interrupting the deactivation.
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/// </summary>
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public bool TryDeactivate(Entity<ItemToggleComponent?> ent, EntityUid? user = null, bool predicted = true, bool showPopup = true)
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{
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if (!_query.Resolve(ent, ref ent.Comp, false))
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return false;
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var uid = ent.Owner;
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var comp = ent.Comp;
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if (!comp.Activated)
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return true;
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if (!comp.Predictable)
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predicted = false;
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var attempt = new ItemToggleDeactivateAttemptEvent(user);
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RaiseLocalEvent(uid, ref attempt);
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if (!predicted && _netManager.IsClient)
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return false;
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if (attempt.Cancelled)
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{
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if (attempt.Silent)
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return false;
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if (showPopup && attempt.Popup != null && user != null)
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{
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if (predicted)
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_popup.PopupClient(attempt.Popup, uid, user.Value);
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else
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_popup.PopupEntity(attempt.Popup, uid, user.Value);
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}
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return false;
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}
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Deactivate((uid, comp), predicted, user, showPopup);
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return true;
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}
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private void Activate(Entity<ItemToggleComponent> ent, bool predicted, EntityUid? user = null, bool showPopup = true)
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{
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var (uid, comp) = ent;
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var soundToPlay = comp.SoundActivate;
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if (predicted)
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{
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_audio.PlayPredicted(soundToPlay, uid, user);
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if (showPopup && ent.Comp.PopupActivate != null && user != null)
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_popup.PopupClient(Loc.GetString(ent.Comp.PopupActivate), user.Value, user.Value);
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}
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else
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{
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_audio.PlayPvs(soundToPlay, uid);
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if (showPopup && ent.Comp.PopupActivate != null && user != null)
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_popup.PopupEntity(Loc.GetString(ent.Comp.PopupActivate), user.Value, user.Value);
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}
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comp.Activated = true;
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UpdateVisuals((uid, comp));
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Dirty(uid, comp);
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var toggleUsed = new ItemToggledEvent(predicted, Activated: true, user);
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RaiseLocalEvent(uid, ref toggleUsed);
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}
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/// <summary>
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/// Used to make the actual changes to the item's components on deactivation.
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/// </summary>
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private void Deactivate(Entity<ItemToggleComponent> ent, bool predicted, EntityUid? user = null, bool showPopup = true)
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{
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var (uid, comp) = ent;
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var soundToPlay = comp.SoundDeactivate;
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if (predicted)
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{
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_audio.PlayPredicted(soundToPlay, uid, user);
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if (showPopup && ent.Comp.PopupDeactivate != null && user != null)
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_popup.PopupClient(Loc.GetString(ent.Comp.PopupDeactivate), user.Value, user.Value);
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}
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else
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{
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_audio.PlayPvs(soundToPlay, uid);
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if (showPopup && ent.Comp.PopupDeactivate != null && user != null)
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_popup.PopupEntity(Loc.GetString(ent.Comp.PopupDeactivate), user.Value, user.Value);
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}
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comp.Activated = false;
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UpdateVisuals((uid, comp));
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Dirty(uid, comp);
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var toggleUsed = new ItemToggledEvent(predicted, Activated: false, user);
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RaiseLocalEvent(uid, ref toggleUsed);
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}
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/// <summary>
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/// Sets if this toggleable item can be activated in world by pressing "e"
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/// </summary>
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public void SetOnActivate(Entity<ItemToggleComponent?> ent, bool val)
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{
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if (!Resolve(ent, ref ent.Comp))
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return;
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if (ent.Comp.OnActivate == val)
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return;
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ent.Comp.OnActivate = val;
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Dirty(ent);
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}
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private void UpdateVisuals(Entity<ItemToggleComponent> ent)
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{
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if (TryComp(ent, out AppearanceComponent? appearance))
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{
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_appearance.SetData(ent, ToggleableVisuals.Enabled, ent.Comp.Activated, appearance);
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}
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}
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/// <summary>
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/// Used for items that require to be wielded in both hands to activate. For instance the dual energy sword will turn off if not wielded.
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/// </summary>
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private void TurnOffOnUnwielded(Entity<ItemToggleComponent> ent, ref ItemUnwieldedEvent args)
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{
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TryDeactivate((ent, ent.Comp), args.User);
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}
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/// <summary>
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/// Wieldable items will automatically turn on when wielded.
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/// </summary>
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private void TurnOnOnWielded(Entity<ItemToggleComponent> ent, ref ItemWieldedEvent args)
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{
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// FIXME: for some reason both client and server play sound
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TryActivate((ent, ent.Comp));
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}
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public bool IsActivated(Entity<ItemToggleComponent?> ent)
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{
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if (!_query.Resolve(ent, ref ent.Comp, false))
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return true; // assume always activated if no component
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return ent.Comp.Activated;
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}
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/// <summary>
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/// Used to make the item hot when activated.
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/// </summary>
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private void OnIsHotEvent(Entity<ItemToggleHotComponent> ent, ref IsHotEvent args)
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{
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args.IsHot |= IsActivated(ent.Owner);
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}
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/// <summary>
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/// Used to update the looping active sound linked to the entity.
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/// </summary>
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private void UpdateActiveSound(Entity<ItemToggleActiveSoundComponent> ent, ref ItemToggledEvent args)
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{
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if (_netManager.IsClient)
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return;
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var (uid, comp) = ent;
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if (!args.Activated)
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{
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comp.PlayingStream = _audio.Stop(comp.PlayingStream);
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return;
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}
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if (comp.ActiveSound != null && comp.PlayingStream == null)
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{
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var loop = comp.ActiveSound.Params.WithLoop(true);
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var stream = _audio.PlayPvs(comp.ActiveSound, uid, loop);
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if (stream?.Entity is {} entity)
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comp.PlayingStream = entity;
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}
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}
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}
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