# 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
414 lines
16 KiB
C#
414 lines
16 KiB
C#
using Content.Shared.ActionBlocker;
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using Content.Shared.Administration.Logs;
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using Content.Shared.Alert;
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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.Damage.Systems;
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using Content.Shared.Database;
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using Content.Shared.DoAfter;
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using Content.Shared.Hands;
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using Content.Shared.Mobs;
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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.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.Throwing;
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using Content.Shared.Whitelist;
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using Robust.Shared.Audio.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.Timing;
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namespace Content.Shared.Stunnable;
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public abstract partial class SharedStunSystem : EntitySystem
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{
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public static readonly EntProtoId StunId = "StatusEffectStunned";
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[Dependency] protected readonly IGameTiming GameTiming = default!;
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[Dependency] private readonly ISharedAdminLogManager _adminLogger = default!;
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[Dependency] protected readonly ActionBlockerSystem Blocker = default!;
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[Dependency] protected readonly AlertsSystem Alerts = default!;
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[Dependency] private readonly EntityWhitelistSystem _entityWhitelist = default!;
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[Dependency] private readonly MovementSpeedModifierSystem _movementSpeedModifier = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] protected readonly SharedAppearanceSystem Appearance = default!;
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[Dependency] protected readonly SharedDoAfterSystem DoAfter = default!;
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[Dependency] protected readonly SharedStaminaSystem Stamina = default!;
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[Dependency] private readonly StatusEffectsSystem _status = default!;
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public override void Initialize()
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{
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SubscribeLocalEvent<StunnedComponent, ComponentStartup>(UpdateCanMove);
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SubscribeLocalEvent<StunnedComponent, ComponentShutdown>(OnStunShutdown);
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SubscribeLocalEvent<StunOnContactComponent, StartCollideEvent>(OnStunOnContactCollide);
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// Attempt event subscriptions.
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SubscribeLocalEvent<StunnedComponent, ChangeDirectionAttemptEvent>(OnAttempt);
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SubscribeLocalEvent<StunnedComponent, UpdateCanMoveEvent>(OnMoveAttempt);
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SubscribeLocalEvent<StunnedComponent, InteractionAttemptEvent>(OnAttemptInteract);
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SubscribeLocalEvent<StunnedComponent, UseAttemptEvent>(OnAttempt);
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SubscribeLocalEvent<StunnedComponent, ThrowAttemptEvent>(OnAttempt);
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SubscribeLocalEvent<StunnedComponent, DropAttemptEvent>(OnAttempt);
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SubscribeLocalEvent<StunnedComponent, AttackAttemptEvent>(OnAttempt);
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SubscribeLocalEvent<StunnedComponent, PickupAttemptEvent>(OnAttempt);
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SubscribeLocalEvent<StunnedComponent, IsEquippingAttemptEvent>(OnEquipAttempt);
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SubscribeLocalEvent<StunnedComponent, IsUnequippingAttemptEvent>(OnUnequipAttempt);
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SubscribeLocalEvent<MobStateComponent, MobStateChangedEvent>(OnMobStateChanged);
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// New Status Effect subscriptions
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SubscribeLocalEvent<StunnedStatusEffectComponent, StatusEffectAppliedEvent>(OnStunStatusApplied);
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SubscribeLocalEvent<StunnedStatusEffectComponent, StatusEffectRemovedEvent>(OnStunStatusRemoved);
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SubscribeLocalEvent<StunnedStatusEffectComponent, StatusEffectRelayedEvent<StunEndAttemptEvent>>(OnStunEndAttempt);
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SubscribeLocalEvent<KnockdownStatusEffectComponent, StatusEffectAppliedEvent>(OnKnockdownStatusApplied);
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SubscribeLocalEvent<KnockdownStatusEffectComponent, StatusEffectRelayedEvent<StandUpAttemptEvent>>(OnStandUpAttempt);
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// Stun Appearance Data
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InitializeKnockdown();
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InitializeAppearance();
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}
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private void OnAttemptInteract(Entity<StunnedComponent> ent, ref InteractionAttemptEvent args)
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{
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args.Cancelled = true;
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}
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private void OnMobStateChanged(EntityUid uid, MobStateComponent component, MobStateChangedEvent args)
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{
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switch (args.NewMobState)
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{
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case MobState.Alive:
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{
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break;
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}
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case MobState.Critical:
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{
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_status.TryRemoveStatusEffect(uid, StunId);
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break;
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}
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case MobState.Dead:
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{
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_status.TryRemoveStatusEffect(uid, StunId);
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break;
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}
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case MobState.Invalid:
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default:
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return;
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}
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}
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private void OnStunShutdown(Entity<StunnedComponent> ent, ref ComponentShutdown args)
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{
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// This exists so the client can end their funny animation if they're playing one.
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UpdateCanMove(ent, ent.Comp, args);
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Appearance.RemoveData(ent, StunVisuals.SeeingStars);
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}
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private void UpdateCanMove(EntityUid uid, StunnedComponent component, EntityEventArgs args)
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{
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Blocker.UpdateCanMove(uid);
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}
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private void OnStunOnContactCollide(Entity<StunOnContactComponent> ent, ref StartCollideEvent args)
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{
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if (args.OurFixtureId != ent.Comp.FixtureId)
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return;
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if (_entityWhitelist.IsWhitelistPass(ent.Comp.Blacklist, args.OtherEntity))
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return;
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TryUpdateStunDuration(args.OtherEntity, ent.Comp.Duration);
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TryKnockdown(args.OtherEntity, ent.Comp.Duration, force: true);
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}
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// TODO STUN: Make events for different things. (Getting modifiers, attempt events, informative events...)
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public bool TryAddStunDuration(EntityUid uid, TimeSpan duration)
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{
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if (!_status.TryAddStatusEffectDuration(uid, StunId, duration))
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return false;
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OnStunnedSuccessfully(uid, duration);
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return true;
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}
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public bool TryUpdateStunDuration(EntityUid uid, TimeSpan? duration)
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{
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if (!_status.TryUpdateStatusEffectDuration(uid, StunId, duration))
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return false;
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OnStunnedSuccessfully(uid, duration);
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return true;
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}
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private void OnStunnedSuccessfully(EntityUid uid, TimeSpan? duration)
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{
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var ev = new StunnedEvent(); // todo: rename event or change how it is raised - this event is raised each time duration of stun was externally changed
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RaiseLocalEvent(uid, ref ev);
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var evDropHands = new DropHandItemsEvent();
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RaiseLocalEvent(uid, ref evDropHands);
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var timeForLogs = duration.HasValue
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? duration.Value.Seconds.ToString()
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: "Infinite";
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_adminLogger.Add(LogType.Stamina, LogImpact.Medium, $"{ToPrettyString(uid):user} stunned for {timeForLogs} seconds");
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}
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/// <summary>
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/// Tries to knock an entity to the ground, but will fail if they aren't able to crawl.
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/// Useful if you don't want to paralyze an entity that can't crawl, but still want to knockdown
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/// entities that can.
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/// </summary>
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/// <param name="entity">Entity we're trying to knockdown.</param>
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/// <param name="time">Time of the knockdown.</param>
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/// <param name="refresh">Do we refresh their timer, or add to it if one exists?</param>
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/// <param name="autoStand">Whether we should automatically stand when knockdown ends.</param>
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/// <param name="drop">Should we drop what we're holding?</param>
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/// <param name="force">Should we force crawling? Even if something tried to block it?</param>
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/// <returns>Returns true if the entity is able to crawl, and was able to be knocked down.</returns>
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public bool TryCrawling(Entity<CrawlerComponent?> entity,
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TimeSpan? time,
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bool refresh = true,
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bool autoStand = true,
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bool drop = true,
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bool force = false)
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{
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if (!Resolve(entity, ref entity.Comp, false))
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return false;
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return TryKnockdown(entity, time, refresh, autoStand, drop, force);
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}
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/// <inheritdoc cref="TryCrawling(Entity{CrawlerComponent?},TimeSpan?,bool,bool,bool,bool)"/>
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/// <summary>An overload of TryCrawling which uses the default crawling time from the CrawlerComponent as its timespan.</summary>
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public bool TryCrawling(Entity<CrawlerComponent?> entity,
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bool refresh = true,
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bool autoStand = true,
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bool drop = true,
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bool force = false)
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{
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if (!Resolve(entity, ref entity.Comp, false))
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return false;
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return TryKnockdown(entity, entity.Comp.DefaultKnockedDuration, refresh, autoStand, drop, force);
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}
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/// <summary>
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/// Checks if we can knock down an entity to the ground...
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/// </summary>
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/// <param name="entity">The entity we're trying to knock down</param>
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/// <param name="time">The time of the knockdown</param>
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/// <param name="autoStand">Whether we want to automatically stand when knockdown ends.</param>
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/// <param name="drop">Whether we should drop items.</param>
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/// <param name="force">Should we force the status effect?</param>
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public bool CanKnockdown(Entity<StandingStateComponent?> entity, ref TimeSpan? time, ref bool autoStand, ref bool drop, bool force = false)
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{
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if (time <= TimeSpan.Zero)
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return false;
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// Can't fall down if you can't actually be downed.
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if (!Resolve(entity, ref entity.Comp, false))
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return false;
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var evAttempt = new KnockDownAttemptEvent(autoStand, drop, time);
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RaiseLocalEvent(entity, ref evAttempt);
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autoStand = evAttempt.AutoStand;
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drop = evAttempt.Drop;
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return force || !evAttempt.Cancelled;
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}
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/// <summary>
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/// Knocks down the entity, making it fall to the ground.
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/// </summary>
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/// <param name="entity">The entity we're trying to knock down</param>
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/// <param name="time">The time of the knockdown</param>
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/// <param name="refresh">Whether we should refresh a running timer or add to it, if one exists.</param>
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/// <param name="autoStand">Whether we want to automatically stand when knockdown ends.</param>
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/// <param name="drop">Whether we should drop items.</param>
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/// <param name="force">Should we force the status effect?</param>
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public bool TryKnockdown(Entity<CrawlerComponent?> entity, TimeSpan? time, bool refresh = true, bool autoStand = true, bool drop = true, bool force = false)
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{
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if (!CanKnockdown(entity.Owner, ref time, ref autoStand, ref drop, force))
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return false;
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// If the entity can't crawl they also need to be stunned, and therefore we should be using paralysis status effect.
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// Also time shouldn't be null if we're and trying to add time but, we check just in case anyways.
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if (!Resolve(entity, ref entity.Comp, false))
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return refresh || time == null ? TryUpdateParalyzeDuration(entity, time) : TryAddParalyzeDuration(entity, time.Value);
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Knockdown(entity, time, refresh, autoStand, drop);
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return true;
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}
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private void Crawl(Entity<CrawlerComponent?> entity, TimeSpan? time, bool refresh, bool autoStand, bool drop)
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{
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if (!Resolve(entity, ref entity.Comp, false))
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return;
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Knockdown(entity, time, refresh, autoStand, drop);
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}
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private void Knockdown(EntityUid uid, TimeSpan? time, bool refresh, bool autoStand, bool drop)
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{
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// Initialize our component with the relevant data we need if we don't have it
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if (EnsureComp<KnockedDownComponent>(uid, out var component))
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{
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RefreshKnockedMovement((uid, component));
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CancelKnockdownDoAfter((uid, component));
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}
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else
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{
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// Only drop items the first time we want to fall...
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if (drop)
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{
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var ev = new DropHandItemsEvent();
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RaiseLocalEvent(uid, ref ev);
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}
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// Only update Autostand value if it's our first time being knocked down...
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SetAutoStand((uid, component), autoStand);
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}
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var knockedEv = new KnockedDownEvent();
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RaiseLocalEvent(uid, ref knockedEv);
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if (time != null)
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{
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UpdateKnockdownTime((uid, component), time.Value, refresh);
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_adminLogger.Add(LogType.Stamina, LogImpact.Medium, $"{ToPrettyString(uid):user} was knocked down for {time.Value.Seconds} seconds");
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}
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else
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{
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Alerts.ShowAlert(uid, KnockdownAlert);
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_adminLogger.Add(LogType.Stamina, LogImpact.Medium, $"{ToPrettyString(uid):user} was knocked down");
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}
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}
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public bool TryAddParalyzeDuration(EntityUid uid, TimeSpan? duration)
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{
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if (duration == null)
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return TryUpdateParalyzeDuration(uid, duration);
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if (!_status.TryAddStatusEffectDuration(uid, StunId, duration.Value))
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return false;
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// We can't exit knockdown when we're stunned, so this prevents knockdown lasting longer than the stun.
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Knockdown(uid, null, false, true, true);
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OnStunnedSuccessfully(uid, duration);
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return true;
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}
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public bool TryUpdateParalyzeDuration(EntityUid uid, TimeSpan? duration)
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{
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if (!_status.TryUpdateStatusEffectDuration(uid, StunId, duration))
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return false;
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// We can't exit knockdown when we're stunned, so this prevents knockdown lasting longer than the stun.
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Knockdown(uid, null, false, true, true);
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OnStunnedSuccessfully(uid, duration);
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return true;
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}
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public bool TryUnstun(Entity<StunnedComponent?> entity)
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{
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if (!Resolve(entity, ref entity.Comp, logMissing: false))
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return true;
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var ev = new StunEndAttemptEvent();
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RaiseLocalEvent(entity, ref ev);
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return !ev.Cancelled && RemComp<StunnedComponent>(entity);
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}
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private void OnStunStatusApplied(Entity<StunnedStatusEffectComponent> entity, ref StatusEffectAppliedEvent args)
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{
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if (GameTiming.ApplyingState)
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return;
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EnsureComp<StunnedComponent>(args.Target);
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}
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private void OnStunStatusRemoved(Entity<StunnedStatusEffectComponent> entity, ref StatusEffectRemovedEvent args)
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{
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TryUnstun(args.Target);
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}
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private void OnStunEndAttempt(Entity<StunnedStatusEffectComponent> entity, ref StatusEffectRelayedEvent<StunEndAttemptEvent> args)
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{
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if (args.Args.Cancelled)
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return;
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var ev = args.Args;
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ev.Cancelled = true;
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args.Args = ev;
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}
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private void OnKnockdownStatusApplied(Entity<KnockdownStatusEffectComponent> entity, ref StatusEffectAppliedEvent args)
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{
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if (GameTiming.ApplyingState)
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return;
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// If you make something that shouldn't crawl, crawl, that's your own fault.
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if (entity.Comp.Crawl)
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Crawl(args.Target, null, true, true, drop: entity.Comp.Drop);
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else
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Knockdown(args.Target, null, true, true, drop: entity.Comp.Drop);
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}
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private void OnStandUpAttempt(Entity<KnockdownStatusEffectComponent> entity, ref StatusEffectRelayedEvent<StandUpAttemptEvent> args)
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{
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if (args.Args.Cancelled)
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return;
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var ev = args.Args;
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ev.Cancelled = true;
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args.Args = ev;
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}
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#region Attempt Event Handling
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private void OnMoveAttempt(EntityUid uid, StunnedComponent stunned, UpdateCanMoveEvent args)
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{
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if (stunned.LifeStage > ComponentLifeStage.Running)
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return;
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args.Cancel();
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}
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private void OnAttempt(EntityUid uid, StunnedComponent stunned, CancellableEntityEventArgs args)
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{
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args.Cancel();
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}
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private void OnEquipAttempt(EntityUid uid, StunnedComponent stunned, 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 == uid)
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args.Cancel();
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}
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private void OnUnequipAttempt(EntityUid uid, StunnedComponent stunned, 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 == uid)
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args.Cancel();
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}
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// Sunrise-Start
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public bool IsParalyzed(EntityUid uid)
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{
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return HasComp<StunnedComponent>(uid) || HasComp<KnockedDownComponent>(uid);
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}
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// Sunrise-End
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#endregion
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}
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