52 lines
1.6 KiB
C#
52 lines
1.6 KiB
C#
using Content.Server.Chat.Systems;
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using Content.Shared._Sunrise.Animations;
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using Content.Shared.Chat.Prototypes;
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using Content.Shared.Gravity;
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using Content.Shared.Standing;
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using Robust.Shared.GameStates;
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namespace Content.Server._Sunrise.Animations;
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public sealed class EmoteAnimationSystem : EntitySystem
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{
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[Dependency] private readonly SharedStandingStateSystem _sharedStanding = default!;
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[Dependency] private readonly SharedGravitySystem _gravity = default!;
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public override void Initialize()
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{
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SubscribeLocalEvent<EmoteAnimationComponent, ComponentGetState>(OnGetState);
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SubscribeLocalEvent<EmoteAnimationComponent, EmoteEvent>(OnEmote);
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}
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private void OnGetState(EntityUid uid, EmoteAnimationComponent component, ref ComponentGetState args)
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{
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args.State = new EmoteAnimationComponent.EmoteAnimationComponentState(component.AnimationId);
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}
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private void OnEmote(EntityUid uid, EmoteAnimationComponent component, ref EmoteEvent args)
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{
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if (args.Handled || !args.Emote.Category.HasFlag(EmoteCategory.Verb))
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return;
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PlayEmoteAnimation(uid, component, args.Emote.ID);
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}
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public void PlayEmoteAnimation(EntityUid uid, EmoteAnimationComponent component, string emoteId)
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{
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if (emoteId == "EmoteLay")
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{
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if (_gravity.IsWeightless(uid))
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return;
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if (_sharedStanding.IsDown(uid))
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_sharedStanding.TryStandUp(uid);
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else
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_sharedStanding.TryLieDown(uid);
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return;
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}
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component.AnimationId = emoteId;
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Dirty(uid, component);
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}
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}
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