# Conflicts: # .github/workflows/validate-rgas.yml # .github/workflows/validate-rsis.yml # Content.Client/Changelog/ChangelogTab.xaml.cs # Content.Client/Humanoid/HumanoidAppearanceSystem.cs # Content.Client/Options/UI/OptionsMenu.xaml.cs # Content.Client/SubFloor/SubFloorHideSystem.cs # Content.Client/UserInterface/Systems/Ghost/Widgets/GhostGui.xaml.cs # Content.Server/Advertise/EntitySystems/SpeakOnUIClosedSystem.cs # Content.Server/Antag/AntagSelectionSystem.cs # Content.Server/Arcade/SpaceVillainGame/SpaceVillainArcadeSystem.cs # Content.Server/Explosion/EntitySystems/TriggerSystem.cs # Content.Server/Mindshield/MindShieldSystem.cs # Content.Server/Objectives/Systems/KillPersonConditionSystem.cs # Content.Server/Standing/StandingStateSystem.cs # Content.Server/Station/Systems/StationJobsSystem.Roundstart.cs # Content.Server/VendingMachines/VendingMachineSystem.cs # Content.Server/Zombies/ZombieSystem.Transform.cs # Content.Server/Zombies/ZombieSystem.cs # Content.Shared/Damage/Systems/DamageableSystem.cs # Content.Shared/Humanoid/HumanoidAppearanceComponent.cs # Content.Shared/Humanoid/Markings/MarkingManager.cs # Content.Shared/Humanoid/NamingSystem.cs # Content.Shared/Humanoid/Prototypes/SpeciesPrototype.cs # Content.Shared/Humanoid/SharedHumanoidAppearanceSystem.cs # Content.Shared/Implants/Components/SubdermalImplantComponent.cs # Content.Shared/Standing/StandingStateSystem.cs # Content.Shared/VendingMachines/SharedVendingMachineSystem.cs # Content.Shared/VendingMachines/VendingMachineComponent.cs # Resources/Audio/Lobby/attributions.yml # Resources/Locale/en-US/_strings/administration/commands/forceghost.ftl # Resources/Locale/en-US/_strings/clothing/components/fire-protection-component.ftl # Resources/Locale/en-US/_strings/components/storage-voice-control-component.ftl # Resources/Locale/en-US/_strings/prototypes/roles/antags.ftl # Resources/Locale/en-US/_strings/reagents/meta/physical-desc.ftl # Resources/Locale/en-US/lathe/lathe-categories.ftl # Resources/Prototypes/Access/command.yml # Resources/Prototypes/Catalog/Fills/Books/bookshelf.yml # Resources/Prototypes/Catalog/Fills/Lockers/heads.yml # Resources/Prototypes/Catalog/Fills/Lockers/misc.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/chemvend.yml # Resources/Prototypes/Catalog/thief_toolbox_sets.yml # Resources/Prototypes/Datasets/Names/Operation_prefix.yml # Resources/Prototypes/Datasets/Names/Operation_suffix.yml # Resources/Prototypes/Datasets/Names/arachnid_first.yml # Resources/Prototypes/Datasets/Names/arachnid_last.yml # Resources/Prototypes/Datasets/Names/borg.yml # Resources/Prototypes/Datasets/Names/cargo_shuttle.yml # Resources/Prototypes/Datasets/Names/clown.yml # Resources/Prototypes/Datasets/Names/diona.yml # Resources/Prototypes/Datasets/Names/fake_human_first.yml # Resources/Prototypes/Datasets/Names/fake_human_last.yml # Resources/Prototypes/Datasets/Names/first.yml # Resources/Prototypes/Datasets/Names/first_female.yml # Resources/Prototypes/Datasets/Names/first_male.yml # Resources/Prototypes/Datasets/Names/fortunes.yml # Resources/Prototypes/Datasets/Names/hologram.yml # Resources/Prototypes/Datasets/Names/last.yml # Resources/Prototypes/Datasets/Names/military.yml # Resources/Prototypes/Datasets/Names/moth_first_female.yml # Resources/Prototypes/Datasets/Names/moth_first_male.yml # Resources/Prototypes/Datasets/Names/moth_last.yml # Resources/Prototypes/Datasets/Names/mushman_first.yml # Resources/Prototypes/Datasets/Names/mushman_last.yml # Resources/Prototypes/Datasets/Names/ninja.yml # Resources/Prototypes/Datasets/Names/ninja_title.yml # Resources/Prototypes/Datasets/Names/regalrat.yml # Resources/Prototypes/Datasets/Names/reptilian_female.yml # Resources/Prototypes/Datasets/Names/reptilian_male.yml # Resources/Prototypes/Datasets/Names/revenant.yml # Resources/Prototypes/Datasets/Names/skeleton_first.yml # Resources/Prototypes/Datasets/Names/syndicate.yml # Resources/Prototypes/Datasets/Names/vox.yml # Resources/Prototypes/Datasets/Names/wizard_first.yml # Resources/Prototypes/Datasets/Names/wizard_last.yml # Resources/Prototypes/Datasets/adjectives.yml # Resources/Prototypes/Datasets/corporations.yml # Resources/Prototypes/Datasets/criminal_records.yml # Resources/Prototypes/Datasets/rat_king_commands.yml # Resources/Prototypes/Datasets/verbs.yml # Resources/Prototypes/Entities/Clothing/Head/specific.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/coats.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/specific.yml # Resources/Prototypes/Entities/Mobs/Cyborgs/base_borg_chassis.yml # Resources/Prototypes/Entities/Mobs/NPCs/revenant.yml # Resources/Prototypes/Entities/Mobs/Player/human.yml # Resources/Prototypes/Entities/Mobs/Player/humanoid.yml # Resources/Prototypes/Entities/Mobs/Species/arachnid.yml # Resources/Prototypes/Entities/Mobs/Species/base.yml # Resources/Prototypes/Entities/Mobs/Species/moth.yml # Resources/Prototypes/Entities/Mobs/Species/vox.yml # Resources/Prototypes/Entities/Objects/Devices/pda.yml # Resources/Prototypes/Entities/Objects/Misc/paper.yml # Resources/Prototypes/Entities/Objects/Misc/subdermal_implants.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/shotgun.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/projectiles.yml # Resources/Prototypes/Entities/Stations/nanotrasen.yml # Resources/Prototypes/Entities/Structures/Furniture/carpets.yml # Resources/Prototypes/Entities/Structures/Storage/Closets/wall_lockers.yml # Resources/Prototypes/GameRules/roundstart.yml # Resources/Prototypes/Procedural/salvage_loot.yml # Resources/Prototypes/Reagents/Consumable/Drink/alcohol.yml # Resources/Prototypes/Recipes/Lathes/biogen.yml # Resources/Prototypes/Recipes/Lathes/categories.yml # Resources/Prototypes/Roles/Jobs/Security/warden.yml # Resources/Prototypes/Species/arachnid.yml # Resources/Prototypes/Species/diona.yml # Resources/Prototypes/Species/moth.yml # Resources/Prototypes/ai_factions.yml # Resources/Prototypes/game_presets.yml # Resources/ServerInfo/Guidebook/Mobs/SlimePerson.xml # Resources/ServerInfo/Guidebook/ServerRules/SpaceLaw/SpaceLaw.xml # Resources/ServerInfo/Guidebook/Service/Botany.xml # Resources/Textures/Clothing/Eyes/Glasses/glasses.rsi/meta.json # Resources/Textures/Clothing/Eyes/Glasses/jamjar.rsi/meta.json # Resources/Textures/Clothing/Eyes/Glasses/mercglasses.rsi/meta.json # Resources/Textures/Clothing/Eyes/Glasses/meson.rsi/meta.json # Resources/Textures/Clothing/Eyes/Glasses/ninjavisor.rsi/meta.json # Resources/Textures/Clothing/Eyes/Glasses/outlawglasses.rsi/meta.json # Resources/Textures/Clothing/Eyes/Glasses/science.rsi/meta.json # Resources/Textures/Clothing/Eyes/Glasses/secglasses.rsi/meta.json # Resources/Textures/Clothing/Eyes/Glasses/sunglasses.rsi/meta.json # Resources/Textures/Clothing/Eyes/Glasses/thermal.rsi/meta.json # Resources/Textures/Clothing/Eyes/Hud/beergoggles.rsi/inhand-left.png # Resources/Textures/Clothing/Eyes/Hud/beergoggles.rsi/inhand-right.png # Resources/Textures/Clothing/Eyes/Hud/beergoggles.rsi/meta.json # Resources/Textures/Clothing/Eyes/Hud/synd.rsi/meta.json # Resources/Textures/Clothing/Eyes/Hud/syndagent.rsi/meta.json # Resources/Textures/Clothing/Head/Hats/capcap.rsi/inhand-left.png # Resources/Textures/Clothing/Head/Hats/capcap.rsi/inhand-right.png # Resources/Textures/Clothing/Head/Hats/capcap.rsi/meta.json # Resources/Textures/Interface/Misc/program_icons.rsi/meta.json # Resources/Textures/Objects/Misc/Lights/lights.rsi/meta.json # Resources/Textures/Objects/Misc/bureaucracy.rsi/meta.json # Resources/Textures/Objects/Specific/Hydroponics/aloe.rsi/meta.json # Resources/Textures/Objects/Specific/Hydroponics/apple.rsi/meta.json # Resources/Textures/Objects/Specific/Hydroponics/carrot.rsi/meta.json # Resources/Textures/Objects/Specific/Hydroponics/chanterelle.rsi/meta.json # Resources/Textures/Objects/Specific/Hydroponics/chili.rsi/meta.json # Resources/Textures/Objects/Specific/Hydroponics/eggplant.rsi/meta.json # Resources/Textures/Objects/Specific/Hydroponics/gatfruit.rsi/meta.json # Resources/Textures/Objects/Specific/Hydroponics/lemon.rsi/meta.json # Resources/Textures/Objects/Specific/Hydroponics/onion_red.rsi/meta.json # Resources/Textures/Objects/Specific/Hydroponics/potato.rsi/meta.json # Resources/Textures/Objects/Specific/Hydroponics/sugarcane.rsi/meta.json # Resources/Textures/Objects/Specific/Hydroponics/tomato.rsi/meta.json # Resources/Textures/Objects/Specific/Robotics/borgmodule.rsi/meta.json # Resources/Textures/Objects/Specific/Robotics/cyborg_parts.rsi/meta.json # Resources/Textures/Objects/Tools/spray_painter.rsi/meta.json # Resources/Textures/Objects/Weapons/Grenades/flashbang.rsi/meta.json # Resources/Textures/Objects/Weapons/Grenades/grenade.rsi/meta.json # Resources/Textures/Objects/Weapons/Grenades/nukenade.rsi/meta.json # Resources/migration.yml # Tools/actions_changelogs_since_last_run.py
197 lines
7.5 KiB
C#
197 lines
7.5 KiB
C#
using Content.Shared.Bed.Sleep;
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using Content.Shared.Buckle.Components;
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using Content.Shared.CombatMode.Pacification;
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using Content.Shared.Damage;
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using Content.Shared.Damage.ForceSay;
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using Content.Shared.Emoting;
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using Content.Shared.Hands;
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using Content.Shared.Interaction;
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using Content.Shared.Interaction.Events;
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using Content.Shared.Inventory.Events;
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using Content.Shared.Item;
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using Content.Shared.Mobs.Components;
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using Content.Shared.Movement.Events;
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using Content.Shared.Pointing;
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using Content.Shared.Pulling.Events;
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using Content.Shared.Speech;
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using Content.Shared.Standing;
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using Content.Shared.Strip.Components;
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using Content.Shared.Throwing;
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using Robust.Shared.Physics.Components;
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namespace Content.Shared.Mobs.Systems;
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public partial class MobStateSystem
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{
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//General purpose event subscriptions. If you can avoid it register these events inside their own systems
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private void SubscribeEvents()
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{
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SubscribeLocalEvent<MobStateComponent, BeforeGettingStrippedEvent>(OnGettingStripped);
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SubscribeLocalEvent<MobStateComponent, ChangeDirectionAttemptEvent>(CheckAct);
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SubscribeLocalEvent<MobStateComponent, UseAttemptEvent>(CheckAct);
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SubscribeLocalEvent<MobStateComponent, AttackAttemptEvent>(CheckAct);
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SubscribeLocalEvent<MobStateComponent, ConsciousAttemptEvent>(CheckConcious);
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SubscribeLocalEvent<MobStateComponent, ThrowAttemptEvent>(CheckAct);
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SubscribeLocalEvent<MobStateComponent, SpeakAttemptEvent>(OnSpeakAttempt);
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SubscribeLocalEvent<MobStateComponent, IsEquippingAttemptEvent>(OnEquipAttempt);
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SubscribeLocalEvent<MobStateComponent, EmoteAttemptEvent>(CheckAct);
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SubscribeLocalEvent<MobStateComponent, IsUnequippingAttemptEvent>(OnUnequipAttempt);
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SubscribeLocalEvent<MobStateComponent, DropAttemptEvent>(CheckAct);
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SubscribeLocalEvent<MobStateComponent, PickupAttemptEvent>(CheckAct);
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SubscribeLocalEvent<MobStateComponent, StartPullAttemptEvent>(CheckAct);
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SubscribeLocalEvent<MobStateComponent, UpdateCanMoveEvent>(CheckAct);
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SubscribeLocalEvent<MobStateComponent, StandAttemptEvent>(CheckAct);
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SubscribeLocalEvent<MobStateComponent, PointAttemptEvent>(CheckAct);
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SubscribeLocalEvent<MobStateComponent, TryingToSleepEvent>(OnSleepAttempt);
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SubscribeLocalEvent<MobStateComponent, CombatModeShouldHandInteractEvent>(OnCombatModeShouldHandInteract);
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SubscribeLocalEvent<MobStateComponent, AttemptPacifiedAttackEvent>(OnAttemptPacifiedAttack);
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SubscribeLocalEvent<MobStateComponent, DamageModifyEvent>(OnDamageModify);
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SubscribeLocalEvent<MobStateComponent, UnbuckleAttemptEvent>(OnUnbuckleAttempt);
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}
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private void OnUnbuckleAttempt(Entity<MobStateComponent> ent, ref UnbuckleAttemptEvent args)
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{
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// TODO is this necessary?
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// Shouldn't the interaction have already been blocked by a general interaction check?
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if (args.User == ent.Owner && IsIncapacitated(ent))
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args.Cancelled = true;
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}
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private void CheckConcious(Entity<MobStateComponent> ent, ref ConsciousAttemptEvent args)
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{
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switch (ent.Comp.CurrentState)
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{
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case MobState.Dead:
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case MobState.Critical:
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args.Cancelled = true;
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break;
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}
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}
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private void OnStateExitSubscribers(EntityUid target, MobStateComponent component, MobState state)
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{
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switch (state)
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{
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case MobState.Alive:
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//unused
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break;
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case MobState.Critical:
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_standing.Stand(target);
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break;
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case MobState.Dead:
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RemComp<CollisionWakeComponent>(target);
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_standing.Stand(target);
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break;
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case MobState.Invalid:
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//unused
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break;
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default:
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throw new NotImplementedException();
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}
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}
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private void OnStateEnteredSubscribers(EntityUid target, MobStateComponent component, MobState state)
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{
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// All of the state changes here should already be networked, so we do nothing if we are currently applying a
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// server state.
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if (_timing.ApplyingState)
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return;
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_blocker.UpdateCanMove(target); //update movement anytime a state changes
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switch (state)
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{
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case MobState.Alive:
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_standing.Stand(target);
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_appearance.SetData(target, MobStateVisuals.State, MobState.Alive);
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break;
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case MobState.Critical:
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_appearance.SetData(target, MobStateVisuals.State, MobState.Critical);
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_standing.Down(target);
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break;
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case MobState.Dead:
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EnsureComp<CollisionWakeComponent>(target);
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_appearance.SetData(target, MobStateVisuals.State, MobState.Dead);
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_standing.Down(target);
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break;
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case MobState.Invalid:
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//unused;
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break;
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default:
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throw new NotImplementedException();
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}
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}
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#region Event Subscribers
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private void OnSleepAttempt(EntityUid target, MobStateComponent component, ref TryingToSleepEvent args)
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{
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if (IsDead(target, component))
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args.Cancelled = true;
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}
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private void OnGettingStripped(EntityUid target, MobStateComponent component, BeforeGettingStrippedEvent args)
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{
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// Incapacitated or dead targets get stripped two or three times as fast. Makes stripping corpses less tedious.
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if (IsDead(target, component))
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args.Multiplier /= 3;
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else if (IsCritical(target, component))
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args.Multiplier /= 2;
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}
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private void OnSpeakAttempt(EntityUid uid, MobStateComponent component, SpeakAttemptEvent args)
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{
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if (HasComp<AllowNextCritSpeechComponent>(uid))
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{
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RemCompDeferred<AllowNextCritSpeechComponent>(uid);
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return;
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}
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CheckAct(uid, component, args);
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}
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private void CheckAct(EntityUid target, MobStateComponent component, CancellableEntityEventArgs args)
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{
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switch (component.CurrentState)
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{
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case MobState.Dead:
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case MobState.Critical:
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args.Cancel();
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break;
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}
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}
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private void OnEquipAttempt(EntityUid target, MobStateComponent component, IsEquippingAttemptEvent args)
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{
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// is this a self-equip, or are they being stripped?
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if (args.Equipee == target)
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CheckAct(target, component, args);
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}
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private void OnUnequipAttempt(EntityUid target, MobStateComponent component, IsUnequippingAttemptEvent args)
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{
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// is this a self-equip, or are they being stripped?
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if (args.Unequipee == target)
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CheckAct(target, component, args);
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}
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private void OnCombatModeShouldHandInteract(EntityUid uid, MobStateComponent component, ref CombatModeShouldHandInteractEvent args)
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{
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// Disallow empty-hand-interacting in combat mode
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// for non-dead mobs
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if (!IsDead(uid, component))
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args.Cancelled = true;
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}
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private void OnAttemptPacifiedAttack(Entity<MobStateComponent> ent, ref AttemptPacifiedAttackEvent args)
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{
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args.Cancelled = true;
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}
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private void OnDamageModify(Entity<MobStateComponent> ent, ref DamageModifyEvent args)
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{
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args.Damage *= _damageable.UniversalMobDamageModifier;
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}
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#endregion
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}
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