# 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
11 KiB
C#
341 lines
11 KiB
C#
using Content.Shared.FixedPoint;
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using Robust.Shared.Serialization;
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namespace Content.Shared.DoAfter;
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[Serializable, NetSerializable]
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[DataDefinition]
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public sealed partial class DoAfterArgs
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{
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/// <summary>
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/// The entity invoking do_after
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/// </summary>
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[NonSerialized]
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[DataField("user", required: true)]
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public EntityUid User;
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public NetEntity NetUser;
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/// <summary>
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/// How long does the do_after require to complete
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/// </summary>
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[DataField(required: true)]
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public TimeSpan Delay;
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/// <summary>
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/// Applicable target (if relevant)
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/// </summary>
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[NonSerialized]
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[DataField]
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public EntityUid? Target;
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public NetEntity? NetTarget;
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/// <summary>
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/// Entity used by the User on the Target.
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/// </summary>
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[NonSerialized]
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[DataField("using")]
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public EntityUid? Used;
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public NetEntity? NetUsed;
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/// <summary>
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/// Whether the progress bar for this DoAfter should be hidden from other players.
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/// </summary>
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[DataField]
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public bool Hidden;
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[DataField]
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public bool ForceNet;
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#region Event options
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/// <summary>
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/// The event that will get raised when the DoAfter has finished. If null, this will simply raise a <see cref="SimpleDoAfterEvent"/>
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/// </summary>
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[DataField(required: true)]
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public DoAfterEvent Event = default!;
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/// <summary>
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/// This option determines how frequently the DoAfterAttempt event will get raised. Defaults to never raising the
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/// event.
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/// </summary>
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[DataField("attemptEventFrequency")]
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public AttemptFrequency AttemptFrequency;
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/// <summary>
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/// Entity which will receive the directed event. If null, no directed event will be raised.
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/// </summary>
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[NonSerialized]
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[DataField]
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public EntityUid? EventTarget;
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public NetEntity? NetEventTarget;
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/// <summary>
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/// Should the DoAfter event broadcast? If this is false, then <see cref="EventTarget"/> should be a valid entity.
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/// </summary>
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[DataField]
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public bool Broadcast;
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#endregion
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#region Break/Cancellation Options
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// Break the chains
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/// <summary>
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/// Whether or not this do after requires the user to have hands.
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/// </summary>
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[DataField]
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public bool NeedHand;
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/// <summary>
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/// Whether we need to keep our active hand as is (i.e. can't change hand or change item). This also covers
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/// requiring the hand to be free (if applicable). This does nothing if <see cref="NeedHand"/> is false.
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/// </summary>
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[DataField]
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public bool BreakOnHandChange = true;
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/// <summary>
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/// Whether the do-after should get interrupted if we drop the
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/// active item we started the do-after with
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/// This does nothing if <see cref="NeedHand"/> is false.
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/// </summary>
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[DataField]
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public bool BreakOnDropItem = true;
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/// <summary>
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/// If do_after stops when the user or target moves
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/// </summary>
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[DataField]
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public bool BreakOnMove;
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/// <summary>
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/// Whether to break on movement when the user is weightless.
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/// This does nothing if <see cref="BreakOnMove"/> is false.
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/// </summary>
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[DataField]
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public bool BreakOnWeightlessMove = true;
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/// <summary>
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/// Threshold for user and target movement
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/// </summary>
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[DataField]
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public float MovementThreshold = 0.3f;
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/// <summary>
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/// Threshold for distance user from the used OR target entities.
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/// </summary>
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[DataField]
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public float? DistanceThreshold = 1.5f;
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/// <summary>
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/// Whether damage will cancel the DoAfter. See also <see cref="DamageThreshold"/>.
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/// </summary>
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[DataField]
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public bool BreakOnDamage;
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/// <summary>
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/// Threshold for user damage. This damage has to be dealt in a single event, not over time.
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/// </summary>
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[DataField]
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public FixedPoint2 DamageThreshold = 1;
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/// <summary>
|
|
/// If true, this DoAfter will be canceled if the user can no longer interact with the target.
|
|
/// </summary>
|
|
[DataField]
|
|
public bool RequireCanInteract = true;
|
|
#endregion
|
|
|
|
#region Duplicates
|
|
/// <summary>
|
|
/// If true, this will prevent duplicate DoAfters from being started See also <see cref="DuplicateConditions"/>.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// Note that this will block even if the duplicate is cancelled because either DoAfter had
|
|
/// <see cref="CancelDuplicate"/> enabled.
|
|
/// </remarks>
|
|
[DataField]
|
|
public bool BlockDuplicate = true;
|
|
|
|
//TODO: User pref to not cancel on second use on specific doafters
|
|
/// <summary>
|
|
/// If true, this will cancel any duplicate DoAfters when attempting to add a new DoAfter. See also
|
|
/// <see cref="DuplicateConditions"/>.
|
|
/// </summary>
|
|
[DataField]
|
|
public bool CancelDuplicate = true;
|
|
|
|
/// <summary>
|
|
/// These flags determine what DoAfter properties are used to determine whether one DoAfter is a duplicate of
|
|
/// another.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// Note that both DoAfters may have their own conditions, and they will be considered duplicated if either set
|
|
/// of conditions is satisfied.
|
|
/// </remarks>
|
|
[DataField]
|
|
public DuplicateConditions DuplicateCondition = DuplicateConditions.All;
|
|
#endregion
|
|
|
|
/// <summary>
|
|
/// Additional conditions that need to be met. Return false to cancel.
|
|
/// </summary>
|
|
[NonSerialized]
|
|
[Obsolete("Use checkEvent instead")]
|
|
public Func<bool>? ExtraCheck;
|
|
|
|
#region Constructors
|
|
|
|
/// <summary>
|
|
/// Creates a new set of DoAfter arguments.
|
|
/// </summary>
|
|
/// <param name="user">The user that will perform the DoAfter</param>
|
|
/// <param name="delay">The time it takes for the DoAfter to complete</param>
|
|
/// <param name="event">The event that will be raised when the DoAfter has ended (completed or cancelled).</param>
|
|
/// <param name="eventTarget">The entity at which the event will be directed. If null, the event will not be directed.</param>
|
|
/// <param name="target">The entity being targeted by the DoAFter. Not the same as <see cref="EventTarget"/></param>.
|
|
/// <param name="used">The entity being used during the DoAfter. E.g., a tool</param>
|
|
public DoAfterArgs(
|
|
IEntityManager entManager,
|
|
EntityUid user,
|
|
TimeSpan delay,
|
|
DoAfterEvent @event,
|
|
EntityUid? eventTarget,
|
|
EntityUid? target = null,
|
|
EntityUid? used = null)
|
|
{
|
|
User = user;
|
|
Delay = delay;
|
|
Target = target;
|
|
Used = used;
|
|
EventTarget = eventTarget;
|
|
Event = @event;
|
|
|
|
NetUser = entManager.GetNetEntity(User);
|
|
NetTarget = entManager.GetNetEntity(Target);
|
|
NetUsed = entManager.GetNetEntity(Used);
|
|
}
|
|
|
|
private DoAfterArgs()
|
|
{
|
|
}
|
|
|
|
/// <summary>
|
|
/// Creates a new set of DoAfter arguments.
|
|
/// </summary>
|
|
/// <param name="user">The user that will perform the DoAfter</param>
|
|
/// <param name="seconds">The time it takes for the DoAfter to complete, in seconds</param>
|
|
/// <param name="event">The event that will be raised when the DoAfter has ended (completed or cancelled).</param>
|
|
/// <param name="eventTarget">The entity at which the event will be directed. If null, the event will not be directed.</param>
|
|
/// <param name="target">The entity being targeted by the DoAfter. Not the same as <see cref="EventTarget"/></param>.
|
|
/// <param name="used">The entity being used during the DoAfter. E.g., a tool</param>
|
|
public DoAfterArgs(
|
|
IEntityManager entManager,
|
|
EntityUid user,
|
|
float seconds,
|
|
DoAfterEvent @event,
|
|
EntityUid? eventTarget,
|
|
EntityUid? target = null,
|
|
EntityUid? used = null)
|
|
: this(entManager, user, TimeSpan.FromSeconds(seconds), @event, eventTarget, target, used)
|
|
{
|
|
}
|
|
|
|
#endregion
|
|
|
|
//The almighty pyramid returns.......
|
|
public DoAfterArgs(DoAfterArgs other)
|
|
{
|
|
User = other.User;
|
|
Delay = other.Delay;
|
|
Target = other.Target;
|
|
Used = other.Used;
|
|
Hidden = other.Hidden;
|
|
EventTarget = other.EventTarget;
|
|
Broadcast = other.Broadcast;
|
|
NeedHand = other.NeedHand;
|
|
BreakOnHandChange = other.BreakOnHandChange;
|
|
BreakOnDropItem = other.BreakOnDropItem;
|
|
BreakOnMove = other.BreakOnMove;
|
|
BreakOnWeightlessMove = other.BreakOnWeightlessMove;
|
|
MovementThreshold = other.MovementThreshold;
|
|
DistanceThreshold = other.DistanceThreshold;
|
|
BreakOnDamage = other.BreakOnDamage;
|
|
DamageThreshold = other.DamageThreshold;
|
|
RequireCanInteract = other.RequireCanInteract;
|
|
AttemptFrequency = other.AttemptFrequency;
|
|
BlockDuplicate = other.BlockDuplicate;
|
|
CancelDuplicate = other.CancelDuplicate;
|
|
DuplicateCondition = other.DuplicateCondition;
|
|
|
|
// Networked
|
|
NetUser = other.NetUser;
|
|
NetTarget = other.NetTarget;
|
|
NetUsed = other.NetUsed;
|
|
NetEventTarget = other.NetEventTarget;
|
|
|
|
Event = other.Event.Clone();
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// See <see cref="DoAfterArgs.DuplicateCondition"/>.
|
|
/// </summary>
|
|
[Flags]
|
|
public enum DuplicateConditions : byte
|
|
{
|
|
/// <summary>
|
|
/// This DoAfter will consider any other DoAfter with the same user to be a duplicate.
|
|
/// </summary>
|
|
None = 0,
|
|
|
|
/// <summary>
|
|
/// Requires that <see cref="Used"/> refers to the same entity in order to be considered a duplicate.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// E.g., if all checks are enabled for stripping, then stripping different articles of clothing on the same
|
|
/// mob would be allowed. If instead this check were disabled, then any stripping actions on the same target
|
|
/// would be considered duplicates, so you would only be able to take one piece of clothing at a time.
|
|
/// </remarks>
|
|
SameTool = 1 << 1,
|
|
|
|
/// <summary>
|
|
/// Requires that <see cref="Target"/> refers to the same entity in order to be considered a duplicate.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// E.g., if all checks are enabled for mining, then using the same pickaxe to mine different rocks will be
|
|
/// allowed. If instead this check were disabled, then the trying to mine a different rock with the same
|
|
/// pickaxe would be considered a duplicate DoAfter.
|
|
/// </remarks>
|
|
SameTarget = 1 << 2,
|
|
|
|
/// <summary>
|
|
/// Requires that the <see cref="Event"/> types match in order to be considered a duplicate.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// If your DoAfter should block other unrelated DoAfters involving the same set of entities, you may want
|
|
/// to disable this condition. E.g. force feeding a donk pocket and forcefully giving someone a donk pocket
|
|
/// should be mutually exclusive, even though the DoAfters have unrelated effects.
|
|
/// </remarks>
|
|
SameEvent = 1 << 3,
|
|
|
|
All = SameTool | SameTarget | SameEvent,
|
|
}
|
|
|
|
public enum AttemptFrequency : byte
|
|
{
|
|
/// <summary>
|
|
/// Never raise the attempt event.
|
|
/// </summary>
|
|
Never = 0,
|
|
|
|
/// <summary>
|
|
/// Raises the attempt event when the DoAfter is about to start or end.
|
|
/// </summary>
|
|
StartAndEnd = 1,
|
|
|
|
/// <summary>
|
|
/// Raise the attempt event every tick while the DoAfter is running.
|
|
/// </summary>
|
|
EveryTick = 2
|
|
}
|