# Conflicts: # .github/CODEOWNERS # .github/PULL_REQUEST_TEMPLATE.md # Content.Client/Changelog/ChangelogTab.xaml.cs # Content.Client/Chemistry/UI/ChemMasterWindow.xaml # Content.Client/Entry/EntryPoint.cs # Content.Client/GameTicking/Managers/ClientGameTicker.cs # Content.Client/Launcher/LauncherConnectingGui.xaml # Content.Client/Lobby/LobbyState.cs # Content.Client/Lobby/UI/LobbyGui.xaml # Content.Client/Paper/UI/PaperWindow.xaml.cs # Content.Client/StationRecords/GeneralStationRecordConsoleWindow.xaml.cs # Content.Client/Stylesheets/StyleNano.cs # Content.Client/UserInterface/Screens/SeparatedChatGameScreen.xaml # Content.Client/UserInterface/Systems/Ghost/Widgets/GhostGui.xaml.cs # Content.Client/UserInterface/Systems/MenuBar/Widgets/GameTopMenuBar.xaml # Content.IntegrationTests/Tests/Destructible/DestructibleDamageGroupTest.cs # Content.IntegrationTests/Tests/PostMapInitTest.cs # Content.IntegrationTests/Tests/Power/StationPowerTests.cs # Content.Packaging/ServerPackaging.cs # Content.Server/Administration/Systems/AdminVerbSystem.Smites.cs # Content.Server/Administration/Systems/AdminVerbSystem.Tools.cs # Content.Server/Atmos/TileAtmosphere.cs # Content.Server/Bible/BibleSystem.cs # Content.Server/Chat/Systems/ChatSystem.cs # Content.Server/Content.Server.csproj # Content.Server/Discord/DiscordLink/DiscordLink.cs # Content.Server/GameTicking/GameTicker.LobbyBackground.cs # Content.Server/GameTicking/GameTicker.Spawning.cs # Content.Server/Ghost/GhostSystem.cs # Content.Server/Kitchen/Components/MicrowaveComponent.cs # Content.Server/Kitchen/EntitySystems/MicrowaveSystem.cs # Content.Server/Mech/Systems/MechSystem.cs # Content.Server/Medical/CrewMonitoring/CrewMonitoringConsoleSystem.cs # Content.Server/Medical/DefibrillatorSystem.cs # Content.Server/Medical/HealthAnalyzerSystem.cs # Content.Server/Radio/EntitySystems/HeadsetSystem.cs # Content.Server/Remotes/DoorRemoteSystem.cs # Content.Server/RoundEnd/RoundEndSystem.cs # Content.Server/Shuttles/Systems/DockingSystem.Shuttle.cs # Content.Server/Silicons/Borgs/BorgSystem.Transponder.cs # Content.Server/Tips/TipsSystem.cs # Content.Server/Traitor/Uplink/UplinkSystem.cs # Content.Server/Weapons/Ranged/Systems/GunSystem.cs # Content.Server/Zombies/ZombieSystem.Transform.cs # Content.Server/Zombies/ZombieSystem.cs # Content.Shared/Bed/BedSystem.cs # Content.Shared/Blocking/BlockingSystem.User.cs # Content.Shared/Buckle/SharedBuckleSystem.Buckle.cs # Content.Shared/Chat/SharedSuicideSystem.cs # Content.Shared/Chemistry/Components/HyposprayComponent.cs # Content.Shared/Chemistry/EntitySystems/HypospraySystem.cs # Content.Shared/Chemistry/EntitySystems/ScoopableSolutionSystem.cs # Content.Shared/Chemistry/EntitySystems/SolutionTransferSystem.cs # Content.Shared/Chemistry/Events/HyposprayEvents.cs # Content.Shared/Content.Shared.csproj # Content.Shared/Damage/Systems/DamageableSystem.cs # Content.Shared/Friction/TileFrictionController.cs # Content.Shared/GameTicking/SharedGameTicker.cs # Content.Shared/Interaction/InteractHand.cs # Content.Shared/Lock/LockSystem.cs # Content.Shared/Medical/Healing/HealingSystem.cs # Content.Shared/Mobs/Systems/MobStateSystem.Subscribers.cs # Content.Shared/Nutrition/EntitySystems/HungerSystem.cs # Content.Shared/Silicons/StationAi/SharedStationAiSystem.Airlock.cs # Content.Shared/Throwing/ThrowingSystem.cs # Content.Shared/Trigger/Systems/TriggerOnHitscanSystem.cs # Content.Shared/Weapons/Hitscan/Systems/HitscanBasicDamageSystem.cs # Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs # Content.Shared/Weapons/Ranged/Components/BatteryWeaponFireModesComponent.cs # Content.Shared/Weapons/Ranged/Components/HitscanBatteryAmmoProviderComponent.cs # Content.Shared/Weapons/Ranged/Systems/BatteryWeaponFireModesSystem.cs # Content.Shared/Weapons/Ranged/Systems/SharedGunSystem.Ballistic.cs # Content.Shared/Weapons/Ranged/Systems/SharedGunSystem.Battery.cs # Content.Shared/Zombies/ZombieComponent.cs # Content.Shared/_Sunrise/Lobby/LobbyBackgroundPrototype.cs # README.md # Resources/Locale/en-US/_strings/borg/borg.ftl # Resources/Locale/en-US/_strings/chemistry/components/hypospray-component.ftl # Resources/Locale/en-US/_strings/chemistry/components/injector-component.ftl # Resources/Locale/en-US/_strings/commands/pauseatmos-command.ftl # Resources/Locale/en-US/_strings/commands/quick-inspect-command.ftl # Resources/Locale/en-US/_strings/commands/show-wallmounts-command.ftl # Resources/Locale/en-US/_strings/commands/substepatmos-command.ftl # Resources/Locale/en-US/_strings/fluids/components/equip-spray-component.ftl # Resources/Locale/en-US/_strings/game-ticking/game-presets/preset-revolutionary.ftl # Resources/Locale/en-US/_strings/job/job-names.ftl # Resources/Locale/en-US/_strings/lobby/lobby-state-background.ftl # Resources/Locale/en-US/_strings/reagents/meta/medicine.ftl # Resources/Locale/en-US/_strings/reagents/meta/physical-desc.ftl # Resources/Locale/en-US/_strings/silicons/borg-module.ftl # Resources/Locale/en-US/_strings/store/changeling-catalog.ftl # Resources/Locale/en-US/_strings/store/currency.ftl # Resources/Locale/en-US/_strings/store/store.ftl # Resources/Locale/en-US/_strings/store/uplink-catalog.ftl # Resources/Prototypes/Body/Organs/slime.yml # Resources/Prototypes/Catalog/Fills/Backpacks/backpack.yml # Resources/Prototypes/Catalog/Fills/Backpacks/duffelbag.yml # Resources/Prototypes/Catalog/Fills/Boxes/ammunition.yml # Resources/Prototypes/Catalog/Fills/Boxes/emergency.yml # Resources/Prototypes/Catalog/Fills/Crates/antag.yml # Resources/Prototypes/Catalog/Fills/Crates/armory.yml # Resources/Prototypes/Catalog/Fills/Crates/botany.yml # Resources/Prototypes/Catalog/Fills/Crates/fun.yml # Resources/Prototypes/Catalog/Fills/Crates/medical.yml # Resources/Prototypes/Catalog/Fills/Crates/salvage.yml # Resources/Prototypes/Catalog/Fills/Crates/security.yml # Resources/Prototypes/Catalog/Fills/Crates/service.yml # Resources/Prototypes/Catalog/Fills/Crates/syndicate.yml # Resources/Prototypes/Catalog/Fills/Items/belt.yml # Resources/Prototypes/Catalog/Fills/Items/briefcases.yml # Resources/Prototypes/Catalog/Fills/Items/firstaidkits.yml # Resources/Prototypes/Catalog/Fills/Items/toolboxes.yml # Resources/Prototypes/Catalog/Fills/Lockers/dressers.yml # Resources/Prototypes/Catalog/Fills/Lockers/heads.yml # Resources/Prototypes/Catalog/Fills/Lockers/security.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/theater.yml # Resources/Prototypes/Catalog/uplink_catalog.yml # Resources/Prototypes/Entities/Clothing/Back/backpacks.yml # Resources/Prototypes/Entities/Clothing/Shoes/magboots.yml # Resources/Prototypes/Entities/Debugging/debug_sweps.yml # Resources/Prototypes/Entities/Debugging/stress_test.yml # Resources/Prototypes/Entities/Markers/Spawners/Random/anomaly.yml # Resources/Prototypes/Entities/Markers/Spawners/Random/toy.yml # Resources/Prototypes/Entities/Mobs/Cyborgs/base_borg_chassis.yml # Resources/Prototypes/Entities/Mobs/Cyborgs/xenoborgs.yml # Resources/Prototypes/Entities/Mobs/NPCs/animals.yml # Resources/Prototypes/Entities/Mobs/NPCs/carp.yml # Resources/Prototypes/Entities/Objects/Devices/base_handheld.yml # Resources/Prototypes/Entities/Objects/Fun/Instruments/instruments_misc.yml # Resources/Prototypes/Entities/Objects/Fun/dice_bag.yml # Resources/Prototypes/Entities/Objects/Fun/snap_pops.yml # Resources/Prototypes/Entities/Objects/Materials/Sheets/other.yml # Resources/Prototypes/Entities/Objects/Materials/parts.yml # Resources/Prototypes/Entities/Objects/Misc/identification_cards.yml # Resources/Prototypes/Entities/Objects/Misc/subdermal_implants.yml # Resources/Prototypes/Entities/Objects/Shields/shields.yml # Resources/Prototypes/Entities/Objects/Specific/Chapel/bibles.yml # Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/hypospray.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/surgery.yml # Resources/Prototypes/Entities/Objects/Specific/Robotics/borg_modules.yml # Resources/Prototypes/Entities/Objects/Specific/Robotics/mmi.yml # Resources/Prototypes/Entities/Objects/Specific/Service/barber.yml # Resources/Prototypes/Entities/Objects/Tools/glowstick.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Boxes/antimateriel.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Boxes/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/heavy_rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/light_rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/pistol.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/shotgun.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/Magazines/pistol.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Projectiles/grenade.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/SpeedLoaders/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/SpeedLoaders/pistol.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/SpeedLoaders/rifle_light.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/explosives.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Battery/battery_guns.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/LMGs/lmgs.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Pistols/pistols.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/hitscan.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/projectiles.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Rifles/rifles.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/SMGs/smgs.yml # Resources/Prototypes/Entities/Objects/Weapons/Melee/knife.yml # Resources/Prototypes/Entities/Objects/Weapons/Throwable/grenades.yml # Resources/Prototypes/Entities/Structures/Furniture/dresser.yml # Resources/Prototypes/Entities/Structures/Machines/lathe.yml # Resources/Prototypes/Entities/Structures/Shuttles/cannons.yml # Resources/Prototypes/Entities/Structures/Walls/walls.yml # Resources/Prototypes/GameRules/roundstart.yml # Resources/Prototypes/GameRules/unknown_shuttles.yml # Resources/Prototypes/InventoryTemplates/aghost_inventory_template.yml # Resources/Prototypes/Loadouts/Jobs/Security/security_officer.yml # Resources/Prototypes/Loadouts/loadout_groups.yml # Resources/Prototypes/Loadouts/role_loadouts.yml # Resources/Prototypes/Maps/Pools/default.yml # Resources/Prototypes/Maps/amber.yml # Resources/Prototypes/Maps/oasis.yml # Resources/Prototypes/Maps/reach.yml # Resources/Prototypes/Objectives/objectiveGroups.yml # Resources/Prototypes/Reagents/Consumable/Drink/alcohol.yml # Resources/Prototypes/Reagents/medicine.yml # Resources/Prototypes/Reagents/narcotics.yml # Resources/Prototypes/Reagents/toxins.yml # Resources/Prototypes/Recipes/Reactions/medicine.yml # Resources/Prototypes/Roles/Jobs/Security/head_of_security.yml # Resources/Prototypes/Roles/Jobs/Security/security_cadet.yml # Resources/Prototypes/Roles/Jobs/Security/security_officer.yml # Resources/Prototypes/Roles/Jobs/Security/warden.yml # Resources/Prototypes/Roles/Jobs/Wildcards/zookeeper.yml # Resources/Prototypes/Roles/play_time_trackers.yml # Resources/Prototypes/Shuttles/shuttle_incoming_event.yml # Resources/Prototypes/Species/species_weights.yml # Resources/Prototypes/Store/presets.yml # Resources/Prototypes/ai_factions.yml # Resources/Prototypes/borg_types.yml # Resources/Prototypes/explosion.yml # Resources/Prototypes/game_presets.yml # Resources/Prototypes/lobbyscreens.yml # Resources/Prototypes/silicon-laws.yml # Resources/Textures/Clothing/Back/Duffels/syndicate.rsi/icon-med.png # Resources/Textures/Clothing/Back/Duffels/syndicate.rsi/meta.json # Resources/Textures/Objects/Specific/Mech/mecha.rsi/meta.json # Resources/Textures/Objects/Specific/Mech/mecha.rsi/ripley-broken.png # Resources/Textures/Objects/Specific/Mech/mecha.rsi/ripley-empty.png # Resources/Textures/Objects/Specific/Mech/mecha.rsi/ripley-open.png # Resources/Textures/Objects/Specific/Mech/mecha.rsi/ripley.png # Resources/Textures/Objects/Specific/Mech/ripley_construction.rsi/ripley_chassis.png # Resources/Textures/Objects/Specific/Mech/ripley_construction.rsi/ripley_harness+o.png # Resources/Textures/Objects/Specific/Mech/ripley_construction.rsi/ripley_harness.png # Resources/Textures/Objects/Specific/Medical/hypospray.rsi/meta.json # Resources/Textures/Objects/Specific/Medical/medical.rsi/meta.json # Resources/Textures/Objects/Weapons/Guns/Projectiles/projectiles.rsi/meta.json # Resources/Textures/Objects/Weapons/Guns/Projectiles/projectiles2.rsi/meta.json # Resources/Textures/Structures/Storage/canister.rsi/meta.json # Resources/Textures/Structures/Storage/tanks.rsi/meta.json # Resources/migration.yml # RobustToolbox # SECURITY.md # SpaceStation14.sln
234 lines
9 KiB
C#
234 lines
9 KiB
C#
using Content.Shared._Sunrise.Mood;
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using Content.Shared._Sunrise.SunriseCCVars;
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using Content.Shared.Administration.Logs;
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using Content.Shared.Damage.Systems;
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using Content.Shared.Chat;
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using Content.Shared.Chat.Prototypes;
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using Content.Shared.Database;
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using Content.Shared.Inventory;
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using Content.Shared.Movement.Components;
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using Content.Shared.Movement.Systems;
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using Content.Shared.Standing;
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using Content.Shared.StatusEffectNew;
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using Content.Shared.StepTrigger.Systems;
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using Content.Shared.Stunnable;
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using Content.Shared.Throwing;
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using JetBrains.Annotations;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Configuration;
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using Robust.Shared.Containers;
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using Robust.Shared.Network;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Physics.Systems;
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using Robust.Shared.Physics.Events;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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using Robust.Shared.Utility;
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namespace Content.Shared.Slippery;
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[UsedImplicitly]
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public sealed class SlipperySystem : EntitySystem
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{
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[Dependency] private readonly ISharedAdminLogManager _adminLogger = default!;
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[Dependency] private readonly MovementModStatusSystem _movementMod = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly SharedStunSystem _stun = default!;
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[Dependency] private readonly StatusEffectsSystem _status = default!;
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[Dependency] private readonly SharedStaminaSystem _stamina = default!;
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[Dependency] private readonly SharedContainerSystem _container = default!;
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[Dependency] private readonly SharedPhysicsSystem _physics = default!;
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[Dependency] private readonly SpeedModifierContactsSystem _speedModifier = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly INetManager _net = default!;
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[Dependency] private readonly IConfigurationManager _cfg = default!;
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// Sunrise-Start
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private static float _deadChance;
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private static ProtoId<EmotePrototype> EmoteFallOnNeckProto = "FallOnNeck";
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// Sunrise-End
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private EntityQuery<KnockedDownComponent> _knockedDownQuery;
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private EntityQuery<PhysicsComponent> _physicsQuery;
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private EntityQuery<SlidingComponent> _slidingQuery;
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public override void Initialize()
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{
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base.Initialize();
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_knockedDownQuery = GetEntityQuery<KnockedDownComponent>();
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_physicsQuery = GetEntityQuery<PhysicsComponent>();
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_slidingQuery = GetEntityQuery<SlidingComponent>();
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SubscribeLocalEvent<SlipperyComponent, StepTriggerAttemptEvent>(HandleAttemptCollide);
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SubscribeLocalEvent<SlipperyComponent, StepTriggeredOffEvent>(HandleStepTrigger);
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SubscribeLocalEvent<NoSlipComponent, SlipAttemptEvent>(OnNoSlipAttempt);
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SubscribeLocalEvent<SlowedOverSlipperyComponent, SlipAttemptEvent>(OnSlowedOverSlipAttempt);
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SubscribeLocalEvent<ThrownItemComponent, SlipCausingAttemptEvent>(OnThrownSlipAttempt);
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SubscribeLocalEvent<NoSlipComponent, InventoryRelayedEvent<SlipAttemptEvent>>((e, c, ev) => OnNoSlipAttempt(e, c, ev.Args));
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SubscribeLocalEvent<SlowedOverSlipperyComponent, InventoryRelayedEvent<SlipAttemptEvent>>((e, c, ev) => OnSlowedOverSlipAttempt(e, c, ev.Args));
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SubscribeLocalEvent<SlowedOverSlipperyComponent, InventoryRelayedEvent<GetSlowedOverSlipperyModifierEvent>>(OnGetSlowedOverSlipperyModifier);
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SubscribeLocalEvent<SlipperyComponent, EndCollideEvent>(OnEntityExit);
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_cfg.OnValueChanged(SunriseCCVars.SlipDeadChance, OnSLipDeadChanseChanged, true);
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}
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// Sunrise-Start
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private void OnSLipDeadChanseChanged(float deadChanse)
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{
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_deadChance = deadChanse;
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}
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// Sunrise-End
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private void HandleStepTrigger(EntityUid uid, SlipperyComponent component, ref StepTriggeredOffEvent args)
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{
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TrySlip(uid, component, args.Tripper);
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}
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private void HandleAttemptCollide(
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EntityUid uid,
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SlipperyComponent component,
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ref StepTriggerAttemptEvent args)
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{
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args.Continue |= CanSlip(uid, args.Tripper);
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}
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private static void OnNoSlipAttempt(EntityUid uid, NoSlipComponent component, SlipAttemptEvent args)
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{
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args.NoSlip = true;
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}
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private void OnSlowedOverSlipAttempt(EntityUid uid, SlowedOverSlipperyComponent component, SlipAttemptEvent args)
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{
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args.SlowOverSlippery = true;
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}
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private void OnThrownSlipAttempt(EntityUid uid, ThrownItemComponent comp, ref SlipCausingAttemptEvent args)
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{
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args.Cancelled = true;
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}
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private void OnGetSlowedOverSlipperyModifier(EntityUid uid, SlowedOverSlipperyComponent comp, ref InventoryRelayedEvent<GetSlowedOverSlipperyModifierEvent> args)
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{
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args.Args.SlowdownModifier *= comp.SlowdownModifier;
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}
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private void OnEntityExit(EntityUid uid, SlipperyComponent component, ref EndCollideEvent args)
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{
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if (HasComp<SpeedModifiedByContactComponent>(args.OtherEntity))
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_speedModifier.AddModifiedEntity(args.OtherEntity);
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}
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private bool CanSlip(EntityUid uid, EntityUid toSlip)
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{
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return !_container.IsEntityInContainer(uid)
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&& _status.CanAddStatusEffect(toSlip, SharedStunSystem.StunId); //Should be KnockedDown instead?
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}
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public void TrySlip(EntityUid uid, SlipperyComponent component, EntityUid other, bool requiresContact = true)
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{
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var knockedDown = _knockedDownQuery.HasComp(other);
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if (knockedDown && !component.SlipData.SuperSlippery)
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return;
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var attemptEv = new SlipAttemptEvent(uid);
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RaiseLocalEvent(other, attemptEv);
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if (attemptEv.SlowOverSlippery)
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_speedModifier.AddModifiedEntity(other);
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if (attemptEv.NoSlip)
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return;
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var attemptCausingEv = new SlipCausingAttemptEvent();
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RaiseLocalEvent(uid, ref attemptCausingEv);
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if (attemptCausingEv.Cancelled)
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return;
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var ev = new SlipEvent(other);
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RaiseLocalEvent(uid, ref ev);
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if (_physicsQuery.TryComp(other, out var physics) && !_slidingQuery.HasComp(other))
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{
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_physics.SetLinearVelocity(other, physics.LinearVelocity * component.SlipData.LaunchForwardsMultiplier, body: physics);
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if (component.AffectsSliding && requiresContact)
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EnsureComp<SlidingComponent>(other);
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}
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// Preventing from playing the slip sound and stunning when you are already knocked down.
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if (!knockedDown)
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{
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var evDropHands = new DropHandItemsEvent();
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RaiseLocalEvent(uid, ref evDropHands);
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// Status effects should handle a TimeSpan of 0 properly...
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_stun.TryUpdateStunDuration(other, component.SlipData.StunTime);
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// Don't make a new status effect entity if the entity wouldn't do anything
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if (!MathHelper.CloseTo(component.SlipData.SlipFriction, 1f))
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{
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_movementMod.TryUpdateFrictionModDuration(
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other,
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component.FrictionStatusTime,
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component.SlipData.SlipFriction
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);
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}
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_stamina.TakeStaminaDamage(other, component.StaminaDamage); // Note that this can StamCrit
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// Sunrise-Start
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var evSlipped = new SlippedEvent(other);
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RaiseLocalEvent(other, ref evSlipped);
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RaiseLocalEvent(other, new MoodEffectEvent("MobSlipped"));
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if (_random.Prob(_deadChance) && _net.IsServer)
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{
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RaiseLocalEvent(other, new PlayEmoteMessage(EmoteFallOnNeckProto));
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}
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// Sunrise-End
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_audio.PlayPredicted(component.SlipSound, other, other);
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}
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// Slippery is so tied to knockdown that we really just need to force it here.
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_stun.TryKnockdown(other, component.SlipData.KnockdownTime, force: true);
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_adminLogger.Add(LogType.Slip, LogImpact.Low, $"{ToPrettyString(other):mob} slipped on collision with {ToPrettyString(uid):entity}");
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}
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}
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/// <summary>
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/// Raised on an entity to determine if it can slip or not.
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/// </summary>
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public sealed class SlipAttemptEvent : EntityEventArgs, IInventoryRelayEvent
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{
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public bool NoSlip;
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public bool SlowOverSlippery;
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public EntityUid? SlipCausingEntity;
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public SlotFlags TargetSlots { get; } = SlotFlags.FEET;
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public SlipAttemptEvent(EntityUid? slipCausingEntity)
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{
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SlipCausingEntity = slipCausingEntity;
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}
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}
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/// <summary>
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/// Raised on an entity that is causing the slip event (e.g, the banana peel), to determine if the slip attempt should be cancelled.
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/// </summary>
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/// <param name="Cancelled">If the slip should be cancelled</param>
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[ByRefEvent]
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public record struct SlipCausingAttemptEvent (bool Cancelled);
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/// Raised on an entity that CAUSED some other entity to slip (e.g., the banana peel).
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/// <param name="Slipped">The entity being slipped</param>
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[ByRefEvent]
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public readonly record struct SlipEvent(EntityUid Slipped);
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// Sunrise-Start
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[ByRefEvent]
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public readonly record struct SlippedEvent(EntityUid Target);
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// Sunrise-End
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