# 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
402 lines
15 KiB
C#
402 lines
15 KiB
C#
using System.Diagnostics.CodeAnalysis;
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using System.Threading.Tasks;
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using Content.Shared.ActionBlocker;
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using Content.Shared.Damage;
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using Content.Shared.Hands.Components;
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using Content.Shared.Tag;
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using Robust.Shared.GameStates;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization;
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using Robust.Shared.Timing;
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using Robust.Shared.Utility;
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namespace Content.Shared.DoAfter;
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public abstract partial class SharedDoAfterSystem : EntitySystem
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{
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[Dependency] protected readonly IGameTiming GameTiming = default!;
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[Dependency] private readonly ActionBlockerSystem _actionBlocker = default!;
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[Dependency] private readonly SharedTransformSystem _transform = default!;
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[Dependency] private readonly TagSystem _tag = default!;
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/// <summary>
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/// We'll use an excess time so stuff like finishing effects can show.
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/// </summary>
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private static readonly TimeSpan ExcessTime = TimeSpan.FromSeconds(0.5f);
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private static readonly ProtoId<TagPrototype> InstantDoAftersTag = "InstantDoAfters";
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<DoAfterComponent, DamageChangedEvent>(OnDamage);
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SubscribeLocalEvent<DoAfterComponent, EntityUnpausedEvent>(OnUnpaused);
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SubscribeLocalEvent<DoAfterComponent, ComponentGetState>(OnDoAfterGetState);
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SubscribeLocalEvent<DoAfterComponent, ComponentHandleState>(OnDoAfterHandleState);
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}
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private void OnUnpaused(EntityUid uid, DoAfterComponent component, ref EntityUnpausedEvent args)
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{
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foreach (var doAfter in component.DoAfters.Values)
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{
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doAfter.StartTime += args.PausedTime;
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if (doAfter.CancelledTime != null)
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doAfter.CancelledTime = doAfter.CancelledTime.Value + args.PausedTime;
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}
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Dirty(uid, component);
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}
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/// <summary>
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/// Cancels DoAfter if it breaks on damage and it meets the threshold
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/// </summary>
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private void OnDamage(EntityUid uid, DoAfterComponent component, DamageChangedEvent args)
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{
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// If we're applying state then let the server state handle the do_after prediction.
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// This is to avoid scenarios where a do_after is erroneously cancelled on the final tick.
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if (!args.InterruptsDoAfters || !args.DamageIncreased || args.DamageDelta == null || GameTiming.ApplyingState)
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return;
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var delta = args.DamageDelta.GetTotal();
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var dirty = false;
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foreach (var doAfter in component.DoAfters.Values)
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{
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if (doAfter.Args.BreakOnDamage && delta >= doAfter.Args.DamageThreshold)
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{
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InternalCancel(doAfter, component);
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dirty = true;
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}
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}
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if (dirty)
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Dirty(uid, component);
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}
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private void RaiseDoAfterEvents(DoAfter doAfter, DoAfterComponent component)
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{
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var ev = doAfter.Args.Event;
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ev.Handled = false;
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ev.Repeat = false;
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ev.DoAfter = doAfter;
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if (Exists(doAfter.Args.EventTarget))
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RaiseLocalEvent(doAfter.Args.EventTarget.Value, (object)ev, doAfter.Args.Broadcast);
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else if (doAfter.Args.Broadcast)
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RaiseLocalEvent((object)ev);
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if (component.AwaitedDoAfters.Remove(doAfter.Index, out var tcs))
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tcs.SetResult(doAfter.Cancelled ? DoAfterStatus.Cancelled : DoAfterStatus.Finished);
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}
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private void OnDoAfterGetState(EntityUid uid, DoAfterComponent comp, ref ComponentGetState args)
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{
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args.State = new DoAfterComponentState(EntityManager, comp);
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}
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private void OnDoAfterHandleState(EntityUid uid, DoAfterComponent comp, ref ComponentHandleState args)
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{
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if (args.Current is not DoAfterComponentState state)
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return;
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// Note that the client may have correctly predicted the creation of a do-after, but that doesn't guarantee that
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// the contents of the do-after data are correct. So this just takes the brute force approach and completely
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// overwrites the state.
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comp.DoAfters.Clear();
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foreach (var (id, doAfter) in state.DoAfters)
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{
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var newDoAfter = new DoAfter(EntityManager, doAfter);
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comp.DoAfters.Add(id, newDoAfter);
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// Networking yay (if you have an easier way dear god please).
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newDoAfter.UserPosition = EnsureCoordinates<DoAfterComponent>(newDoAfter.NetUserPosition, uid);
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newDoAfter.InitialItem = EnsureEntity<DoAfterComponent>(newDoAfter.NetInitialItem, uid);
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var doAfterArgs = newDoAfter.Args;
|
|
doAfterArgs.Target = EnsureEntity<DoAfterComponent>(doAfterArgs.NetTarget, uid);
|
|
doAfterArgs.Used = EnsureEntity<DoAfterComponent>(doAfterArgs.NetUsed, uid);
|
|
doAfterArgs.User = EnsureEntity<DoAfterComponent>(doAfterArgs.NetUser, uid);
|
|
doAfterArgs.EventTarget = EnsureEntity<DoAfterComponent>(doAfterArgs.NetEventTarget, uid);
|
|
}
|
|
|
|
comp.NextId = state.NextId;
|
|
DebugTools.Assert(!comp.DoAfters.ContainsKey(comp.NextId));
|
|
|
|
if (comp.DoAfters.Count == 0)
|
|
RemCompDeferred<ActiveDoAfterComponent>(uid);
|
|
else
|
|
EnsureComp<ActiveDoAfterComponent>(uid);
|
|
}
|
|
|
|
#region Creation
|
|
/// <summary>
|
|
/// Tasks that are delayed until the specified time has passed
|
|
/// These can be potentially cancelled by the user moving or when other things happen.
|
|
/// </summary>
|
|
// TODO remove this, as well as AwaitedDoAfterEvent and DoAfterComponent.AwaitedDoAfters
|
|
[Obsolete("Use the synchronous version instead.")]
|
|
public async Task<DoAfterStatus> WaitDoAfter(DoAfterArgs doAfter, DoAfterComponent? component = null)
|
|
{
|
|
if (!Resolve(doAfter.User, ref component))
|
|
return DoAfterStatus.Cancelled;
|
|
|
|
if (!TryStartDoAfter(doAfter, out var id, component))
|
|
return DoAfterStatus.Cancelled;
|
|
|
|
if (doAfter.Delay <= TimeSpan.Zero)
|
|
{
|
|
Log.Warning("Awaited instant DoAfters are not supported fully supported");
|
|
return DoAfterStatus.Finished;
|
|
}
|
|
|
|
var tcs = new TaskCompletionSource<DoAfterStatus>();
|
|
component.AwaitedDoAfters.Add(id.Value.Index, tcs);
|
|
return await tcs.Task;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Attempts to start a new DoAfter. Note that even if this function returns true, an interaction may have
|
|
/// occured, as starting a duplicate DoAfter may cancel currently running DoAfters.
|
|
/// </summary>
|
|
/// <param name="args">The DoAfter arguments</param>
|
|
/// <param name="component">The user's DoAfter component</param>
|
|
/// <returns></returns>
|
|
public bool TryStartDoAfter(DoAfterArgs args, DoAfterComponent? component = null)
|
|
=> TryStartDoAfter(args, out _, component);
|
|
|
|
/// <summary>
|
|
/// Attempts to start a new DoAfter. Note that even if this function returns false, an interaction may have
|
|
/// occured, as starting a duplicate DoAfter may cancel currently running DoAfters.
|
|
/// </summary>
|
|
/// <param name="args">The DoAfter arguments</param>
|
|
/// <param name="id">The Id of the newly started DoAfter</param>
|
|
/// <param name="comp">The user's DoAfter component</param>
|
|
/// <returns></returns>
|
|
public bool TryStartDoAfter(DoAfterArgs args, [NotNullWhen(true)] out DoAfterId? id, DoAfterComponent? comp = null)
|
|
{
|
|
DebugTools.Assert(args.Broadcast || Exists(args.EventTarget) || args.Event.GetType() == typeof(AwaitedDoAfterEvent));
|
|
DebugTools.Assert(args.Event.GetType().HasCustomAttribute<NetSerializableAttribute>()
|
|
|| args.Event.GetType().Namespace is { } ns && ns.StartsWith("Content.IntegrationTests"), // classes defined in tests cannot be marked as serializable.
|
|
$"Do after event is not serializable. Event: {args.Event.GetType()}");
|
|
|
|
if (!Resolve(args.User, ref comp))
|
|
{
|
|
Log.Error($"Attempting to start a doAfter with invalid user: {ToPrettyString(args.User)}.");
|
|
id = null;
|
|
return false;
|
|
}
|
|
|
|
// Duplicate blocking & cancellation.
|
|
if (!ProcessDuplicates(args, comp))
|
|
{
|
|
id = null;
|
|
return false;
|
|
}
|
|
|
|
id = new DoAfterId(args.User, comp.NextId++);
|
|
var doAfter = new DoAfter(id.Value.Index, args, GameTiming.CurTime);
|
|
|
|
// Networking yay
|
|
args.NetTarget = GetNetEntity(args.Target);
|
|
args.NetUsed = GetNetEntity(args.Used);
|
|
args.NetUser = GetNetEntity(args.User);
|
|
args.NetEventTarget = GetNetEntity(args.EventTarget);
|
|
|
|
if (args.BreakOnMove)
|
|
doAfter.UserPosition = Transform(args.User).Coordinates;
|
|
|
|
if (args.Target != null && args.BreakOnMove)
|
|
{
|
|
var targetPosition = Transform(args.Target.Value).Coordinates;
|
|
doAfter.UserPosition.TryDistance(EntityManager, targetPosition, out doAfter.TargetDistance);
|
|
}
|
|
|
|
doAfter.NetUserPosition = GetNetCoordinates(doAfter.UserPosition);
|
|
|
|
// For this we need to stay on the same hand slot and need the same item in that hand slot
|
|
// (or if there is no item there we need to keep it free).
|
|
if (args.NeedHand && (args.BreakOnHandChange || args.BreakOnDropItem))
|
|
{
|
|
if (!TryComp(args.User, out HandsComponent? handsComponent))
|
|
return false;
|
|
|
|
doAfter.InitialHand = handsComponent.ActiveHandId;
|
|
doAfter.InitialItem = _hands.GetActiveItem((args.User, handsComponent));
|
|
}
|
|
|
|
doAfter.NetInitialItem = GetNetEntity(doAfter.InitialItem);
|
|
|
|
// Initial checks
|
|
if (ShouldCancel(doAfter, GetEntityQuery<TransformComponent>(), GetEntityQuery<HandsComponent>()))
|
|
return false;
|
|
|
|
if (args.AttemptFrequency == AttemptFrequency.StartAndEnd && !TryAttemptEvent(doAfter))
|
|
return false;
|
|
|
|
// TODO DO AFTER
|
|
// Why does this tag exist? Just make this a bool on the component?
|
|
if (args.Delay <= TimeSpan.Zero || _tag.HasTag(args.User, InstantDoAftersTag))
|
|
{
|
|
RaiseDoAfterEvents(doAfter, comp);
|
|
// We don't store instant do-afters. This is just a lazy way of hiding them from client-side visuals.
|
|
if (!args.ForceNet)
|
|
return true;
|
|
else
|
|
args.Delay = TimeSpan.FromMilliseconds(100);
|
|
}
|
|
|
|
comp.DoAfters.Add(doAfter.Index, doAfter);
|
|
EnsureComp<ActiveDoAfterComponent>(args.User);
|
|
Dirty(args.User, comp);
|
|
args.Event.DoAfter = doAfter;
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Cancel any applicable duplicate DoAfters and return whether or not the new DoAfter should be created.
|
|
/// </summary>
|
|
private bool ProcessDuplicates(DoAfterArgs args, DoAfterComponent component)
|
|
{
|
|
var blocked = false;
|
|
foreach (var existing in component.DoAfters.Values)
|
|
{
|
|
if (existing.Cancelled || existing.Completed)
|
|
continue;
|
|
|
|
if (!IsDuplicate(existing.Args, args))
|
|
continue;
|
|
|
|
blocked = blocked | args.BlockDuplicate | existing.Args.BlockDuplicate;
|
|
|
|
if (args.CancelDuplicate || existing.Args.CancelDuplicate)
|
|
Cancel(args.User, existing.Index, component);
|
|
}
|
|
|
|
return !blocked;
|
|
}
|
|
|
|
private bool IsDuplicate(DoAfterArgs args, DoAfterArgs otherArgs)
|
|
{
|
|
if (IsDuplicate(args, otherArgs, args.DuplicateCondition))
|
|
return true;
|
|
|
|
if (args.DuplicateCondition == otherArgs.DuplicateCondition)
|
|
return false;
|
|
|
|
return IsDuplicate(args, otherArgs, otherArgs.DuplicateCondition);
|
|
}
|
|
|
|
private bool IsDuplicate(DoAfterArgs args, DoAfterArgs otherArgs, DuplicateConditions conditions)
|
|
{
|
|
if ((conditions & DuplicateConditions.SameTarget) != 0
|
|
&& args.Target != otherArgs.Target)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if ((conditions & DuplicateConditions.SameTool) != 0
|
|
&& args.Used != otherArgs.Used)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if ((conditions & DuplicateConditions.SameEvent) != 0
|
|
&& !args.Event.IsDuplicate(otherArgs.Event))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Cancellation
|
|
/// <summary>
|
|
/// Cancels an active DoAfter.
|
|
/// </summary>
|
|
public void Cancel(DoAfterId? id, DoAfterComponent? comp = null)
|
|
{
|
|
if (id != null)
|
|
Cancel(id.Value.Uid, id.Value.Index, comp);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Cancels an active DoAfter.
|
|
/// </summary>
|
|
public void Cancel(EntityUid entity, ushort id, DoAfterComponent? comp = null)
|
|
{
|
|
if (!Resolve(entity, ref comp, false))
|
|
return;
|
|
|
|
if (!comp.DoAfters.TryGetValue(id, out var doAfter))
|
|
{
|
|
Log.Error($"Attempted to cancel do after with an invalid id ({id}) on entity {ToPrettyString(entity)}");
|
|
return;
|
|
}
|
|
|
|
InternalCancel(doAfter, comp);
|
|
Dirty(entity, comp);
|
|
}
|
|
|
|
private void InternalCancel(DoAfter doAfter, DoAfterComponent component)
|
|
{
|
|
if (doAfter.Cancelled || doAfter.Completed)
|
|
return;
|
|
|
|
// Caller is responsible for dirtying the component.
|
|
doAfter.CancelledTime = GameTiming.CurTime;
|
|
RaiseDoAfterEvents(doAfter, component);
|
|
}
|
|
#endregion
|
|
|
|
#region Query
|
|
/// <summary>
|
|
/// Returns the current status of a DoAfter
|
|
/// </summary>
|
|
public DoAfterStatus GetStatus(DoAfterId? id, DoAfterComponent? comp = null)
|
|
{
|
|
if (id != null)
|
|
return GetStatus(id.Value.Uid, id.Value.Index, comp);
|
|
else
|
|
return DoAfterStatus.Invalid;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns the current status of a DoAfter
|
|
/// </summary>
|
|
public DoAfterStatus GetStatus(EntityUid entity, ushort id, DoAfterComponent? comp = null)
|
|
{
|
|
if (!Resolve(entity, ref comp, false))
|
|
return DoAfterStatus.Invalid;
|
|
|
|
if (!comp.DoAfters.TryGetValue(id, out var doAfter))
|
|
return DoAfterStatus.Invalid;
|
|
|
|
if (doAfter.Cancelled)
|
|
return DoAfterStatus.Cancelled;
|
|
|
|
if (!doAfter.Completed)
|
|
return DoAfterStatus.Running;
|
|
|
|
// Theres the chance here that the DoAfter hasn't actually finished yet if the system's update hasn't run yet.
|
|
// This would also mean the post-DoAfter checks haven't run yet. But whatever, I can't be bothered tracking and
|
|
// networking whether a do-after has raised its events or not.
|
|
return DoAfterStatus.Finished;
|
|
}
|
|
|
|
public bool IsRunning(DoAfterId? id, DoAfterComponent? comp = null)
|
|
{
|
|
if (id == null)
|
|
return false;
|
|
|
|
return GetStatus(id.Value.Uid, id.Value.Index, comp) == DoAfterStatus.Running;
|
|
}
|
|
|
|
public bool IsRunning(EntityUid entity, ushort id, DoAfterComponent? comp = null)
|
|
{
|
|
return GetStatus(entity, id, comp) == DoAfterStatus.Running;
|
|
}
|
|
#endregion
|
|
}
|