# 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
297 lines
14 KiB
C#
297 lines
14 KiB
C#
using Content.Server.Bible.Components;
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using Content.Server.Ghost.Roles.Events;
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using Content.Server.Popups;
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using Content.Shared._Sunrise.Mood;
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using Content.Shared.ActionBlocker;
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using Content.Shared.Actions;
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using Content.Shared.Bible;
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using Content.Shared.Damage;
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using Content.Shared.Ghost.Roles.Components;
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using Content.Shared.IdentityManagement;
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using Content.Shared.IdentityManagement.Components;
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using Content.Shared.Interaction;
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using Content.Shared.Inventory;
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using Content.Shared.Mobs;
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using Content.Shared.Mobs.Systems;
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using Content.Shared.Popups;
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using Content.Shared.Prayer;
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using Content.Shared.Stunnable;
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using Content.Shared.Timing;
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using Content.Shared.Vampire.Components;
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using Content.Shared.Verbs;
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using Robust.Shared.Audio;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Containers;
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using Robust.Shared.Player;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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using Robust.Shared.Timing;
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using System.Linq;
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namespace Content.Server.Bible
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{
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public sealed class BibleSystem : EntitySystem
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IEntityManager _entityManager = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly ActionBlockerSystem _blocker = default!;
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[Dependency] private readonly DamageableSystem _damageableSystem = default!;
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[Dependency] private readonly InventorySystem _invSystem = default!;
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[Dependency] private readonly MobStateSystem _mobStateSystem = default!;
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[Dependency] private readonly PopupSystem _popupSystem = default!;
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[Dependency] private readonly SharedActionsSystem _actionsSystem = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly UseDelaySystem _delay = default!;
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[Dependency] private readonly SharedTransformSystem _transform = default!;
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[Dependency] private readonly SharedStunSystem _stun = default!;
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[Dependency] private readonly EntityLookupSystem _lookUp = default!;
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[Dependency] private readonly MetaDataSystem _metaData = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<BibleComponent, AfterInteractEvent>(OnAfterInteract);
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SubscribeLocalEvent<BibleComponent, EntGotInsertedIntoContainerMessage>(OnInsertedContainer);
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SubscribeLocalEvent<SummonableComponent, GetVerbsEvent<AlternativeVerb>>(AddSummonVerb);
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SubscribeLocalEvent<SummonableComponent, GetItemActionsEvent>(GetSummonAction);
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SubscribeLocalEvent<SummonableComponent, SummonActionEvent>(OnSummon);
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SubscribeLocalEvent<FamiliarComponent, MobStateChangedEvent>(OnFamiliarDeath);
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SubscribeLocalEvent<FamiliarComponent, GhostRoleSpawnerUsedEvent>(OnSpawned);
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}
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private void OnInsertedContainer(EntityUid uid, BibleComponent component, EntGotInsertedIntoContainerMessage args)
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{
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//If an unholy creature picks up the bible, knock them down
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if (HasComp<UnholyComponent>(args.Container.Owner))
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{
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Timer.Spawn(500, () =>
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{
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_stun.TryParalyze(args.Container.Owner, TimeSpan.FromSeconds(10), true);
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_damageableSystem.TryChangeDamage(args.Container.Owner, component.DamageOnUnholyUse);
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_audio.PlayPvs(component.SizzleSoundPath, args.Container.Owner);
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});
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}
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}
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private readonly Queue<EntityUid> _addQueue = new();
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private readonly Queue<EntityUid> _remQueue = new();
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/// <summary>
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/// This handles familiar respawning.
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/// </summary>
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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foreach (var entity in _addQueue)
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{
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EnsureComp<SummonableRespawningComponent>(entity);
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}
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_addQueue.Clear();
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foreach (var entity in _remQueue)
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{
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RemComp<SummonableRespawningComponent>(entity);
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}
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_remQueue.Clear();
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var query = EntityQueryEnumerator<SummonableRespawningComponent, SummonableComponent>();
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while (query.MoveNext(out var uid, out var _, out var summonableComp))
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{
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summonableComp.Accumulator += frameTime;
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if (summonableComp.Accumulator < summonableComp.RespawnTime)
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{
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continue;
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}
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// Clean up the old body
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if (summonableComp.Summon != null)
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{
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Del(summonableComp.Summon.Value);
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summonableComp.Summon = null;
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}
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summonableComp.AlreadySummoned = false;
|
|
_popupSystem.PopupEntity(Loc.GetString("bible-summon-respawn-ready", ("book", uid)), uid, PopupType.Medium);
|
|
_audio.PlayPvs(summonableComp.SummonSound, uid);
|
|
// Clean up the accumulator and respawn tracking component
|
|
summonableComp.Accumulator = 0;
|
|
_remQueue.Enqueue(uid);
|
|
}
|
|
}
|
|
|
|
private void OnAfterInteract(EntityUid uid, BibleComponent component, AfterInteractEvent args)
|
|
{
|
|
if (!args.CanReach)
|
|
return;
|
|
|
|
if (!TryComp(uid, out UseDelayComponent? useDelay) || _delay.IsDelayed((uid, useDelay)))
|
|
return;
|
|
|
|
if (args.Target == null || args.Target == args.User || !_mobStateSystem.IsAlive(args.Target.Value))
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (!HasComp<BibleUserComponent>(args.User))
|
|
{
|
|
_popupSystem.PopupEntity(Loc.GetString("bible-sizzle"), args.User, args.User);
|
|
|
|
_audio.PlayPvs(component.SizzleSoundPath, args.User);
|
|
_damageableSystem.TryChangeDamage(args.User, component.DamageOnUntrainedUse, true, origin: uid);
|
|
_delay.TryResetDelay((uid, useDelay));
|
|
|
|
return;
|
|
}
|
|
|
|
//Damage unholy creatures
|
|
if (HasComp<UnholyComponent>(args.Target))
|
|
{
|
|
_damageableSystem.TryChangeDamage(args.Target.Value, component.DamageUnholy, true, origin: uid);
|
|
|
|
var othersMessage = Loc.GetString(component.LocPrefix + "-damage-unholy-others", ("user", Identity.Entity(args.User, EntityManager)), ("target", Identity.Entity(args.Target.Value, EntityManager)), ("bible", uid));
|
|
_popupSystem.PopupEntity(othersMessage, args.User, Filter.PvsExcept(args.User), true, PopupType.MediumCaution);
|
|
|
|
var selfMessage = Loc.GetString(component.LocPrefix + "-damage-unholy-self", ("target", Identity.Entity(args.Target.Value, EntityManager)), ("bible", uid));
|
|
_popupSystem.PopupEntity(selfMessage, args.User, args.User, PopupType.LargeCaution);
|
|
|
|
return;
|
|
}
|
|
|
|
|
|
// This only has a chance to fail if the target is not wearing anything on their head and is not a familiar..
|
|
if (!_invSystem.TryGetSlotEntity(args.Target.Value, "head", out var _) && !HasComp<FamiliarComponent>(args.Target.Value))
|
|
{
|
|
if (_random.Prob(component.FailChance))
|
|
{
|
|
var othersFailMessage = Loc.GetString(component.LocPrefix + "-heal-fail-others", ("user", Identity.Entity(args.User, EntityManager)), ("target", Identity.Entity(args.Target.Value, EntityManager)), ("bible", uid));
|
|
_popupSystem.PopupEntity(othersFailMessage, args.User, Filter.PvsExcept(args.User), true, PopupType.SmallCaution);
|
|
|
|
var selfFailMessage = Loc.GetString(component.LocPrefix + "-heal-fail-self", ("target", Identity.Entity(args.Target.Value, EntityManager)), ("bible", uid));
|
|
_popupSystem.PopupEntity(selfFailMessage, args.User, args.User, PopupType.MediumCaution);
|
|
|
|
_audio.PlayPvs(component.BibleHitSound, args.User);
|
|
_damageableSystem.TryChangeDamage(args.Target.Value, component.DamageOnFail, true, origin: uid);
|
|
_delay.TryResetDelay((uid, useDelay));
|
|
return;
|
|
}
|
|
}
|
|
|
|
var damage = _damageableSystem.TryChangeDamage(args.Target.Value, component.Damage, true, origin: uid);
|
|
|
|
if (damage == null || damage.Empty)
|
|
{
|
|
var othersMessage = Loc.GetString(component.LocPrefix + "-heal-success-none-others", ("user", Identity.Entity(args.User, EntityManager)), ("target", Identity.Entity(args.Target.Value, EntityManager)), ("bible", uid));
|
|
_popupSystem.PopupEntity(othersMessage, args.User, Filter.PvsExcept(args.User), true, PopupType.Medium);
|
|
|
|
var selfMessage = Loc.GetString(component.LocPrefix + "-heal-success-none-self", ("target", Identity.Entity(args.Target.Value, EntityManager)), ("bible", uid));
|
|
_popupSystem.PopupEntity(selfMessage, args.User, args.User, PopupType.Large);
|
|
}
|
|
else
|
|
{
|
|
var othersMessage = Loc.GetString(component.LocPrefix + "-heal-success-others", ("user", Identity.Entity(args.User, EntityManager)), ("target", Identity.Entity(args.Target.Value, EntityManager)), ("bible", uid));
|
|
_popupSystem.PopupEntity(othersMessage, args.User, Filter.PvsExcept(args.User), true, PopupType.Medium);
|
|
|
|
var selfMessage = Loc.GetString(component.LocPrefix + "-heal-success-self", ("target", Identity.Entity(args.Target.Value, EntityManager)), ("bible", uid));
|
|
_popupSystem.PopupEntity(selfMessage, args.User, args.User, PopupType.Large);
|
|
_audio.PlayPvs(component.HealSoundPath, args.User);
|
|
_delay.TryResetDelay((uid, useDelay));
|
|
}
|
|
|
|
RaiseLocalEvent(args.Target.Value, new MoodEffectEvent("GotBlessed")); // Sunrise Edit
|
|
}
|
|
|
|
private void AddSummonVerb(EntityUid uid, SummonableComponent component, GetVerbsEvent<AlternativeVerb> args)
|
|
{
|
|
if (!args.CanInteract || !args.CanAccess || component.AlreadySummoned || component.SpecialItemPrototype == null)
|
|
return;
|
|
|
|
if (component.RequiresBibleUser && !HasComp<BibleUserComponent>(args.User))
|
|
return;
|
|
|
|
AlternativeVerb verb = new()
|
|
{
|
|
Act = () =>
|
|
{
|
|
if (!TryComp(args.User, out TransformComponent? userXform))
|
|
return;
|
|
|
|
AttemptSummon((uid, component), args.User, userXform);
|
|
},
|
|
Text = Loc.GetString("bible-summon-verb"),
|
|
Priority = 2
|
|
};
|
|
args.Verbs.Add(verb);
|
|
}
|
|
|
|
private void GetSummonAction(EntityUid uid, SummonableComponent component, GetItemActionsEvent args)
|
|
{
|
|
if (component.AlreadySummoned)
|
|
return;
|
|
|
|
args.AddAction(ref component.SummonActionEntity, component.SummonAction);
|
|
}
|
|
|
|
private void OnSummon(Entity<SummonableComponent> ent, ref SummonActionEvent args)
|
|
{
|
|
AttemptSummon(ent, args.Performer, Transform(args.Performer));
|
|
}
|
|
|
|
/// <summary>
|
|
/// Starts up the respawn stuff when
|
|
/// the chaplain's familiar dies.
|
|
/// </summary>
|
|
private void OnFamiliarDeath(EntityUid uid, FamiliarComponent component, MobStateChangedEvent args)
|
|
{
|
|
if (args.NewMobState != MobState.Dead || component.Source == null)
|
|
return;
|
|
|
|
var source = component.Source;
|
|
if (source != null && HasComp<SummonableComponent>(source))
|
|
{
|
|
_addQueue.Enqueue(source.Value);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// When the familiar spawns, set its source to the bible.
|
|
/// </summary>
|
|
private void OnSpawned(EntityUid uid, FamiliarComponent component, GhostRoleSpawnerUsedEvent args)
|
|
{
|
|
var parent = Transform(args.Spawner).ParentUid;
|
|
if (!TryComp<SummonableComponent>(parent, out var summonable))
|
|
return;
|
|
|
|
component.Source = parent;
|
|
summonable.Summon = uid;
|
|
}
|
|
|
|
private void AttemptSummon(Entity<SummonableComponent> ent, EntityUid user, TransformComponent? position)
|
|
{
|
|
var (uid, component) = ent;
|
|
if (component.AlreadySummoned || component.SpecialItemPrototype == null)
|
|
return;
|
|
if (component.RequiresBibleUser && !HasComp<BibleUserComponent>(user))
|
|
return;
|
|
if (!Resolve(user, ref position))
|
|
return;
|
|
if (component.Deleted || Deleted(uid))
|
|
return;
|
|
if (!_blocker.CanInteract(user, uid))
|
|
return;
|
|
|
|
// Make this familiar the component's summon
|
|
var familiar = Spawn(component.SpecialItemPrototype, position.Coordinates);
|
|
component.Summon = familiar;
|
|
|
|
// If this is going to use a ghost role mob spawner, attach it to the bible.
|
|
if (HasComp<GhostRoleMobSpawnerComponent>(familiar))
|
|
{
|
|
_popupSystem.PopupEntity(Loc.GetString("bible-summon-requested"), user, user, PopupType.Medium);
|
|
_transform.SetParent(familiar, uid);
|
|
}
|
|
component.AlreadySummoned = true;
|
|
_actionsSystem.RemoveAction(user, component.SummonActionEntity);
|
|
}
|
|
}
|
|
}
|