# 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
252 lines
9 KiB
C#
252 lines
9 KiB
C#
using System.Numerics;
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using Content.Shared.Damage;
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using Content.Shared.DoAfter;
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using Content.Shared.Hands.EntitySystems;
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using Content.Shared.Interaction;
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using Content.Shared.Inventory;
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using Content.Shared.Throwing;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Map;
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using Robust.Shared.Network;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Physics.Events;
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using Robust.Shared.Physics.Systems;
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using Robust.Shared.Serialization;
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using Robust.Shared.Utility;
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namespace Content.Shared.Projectiles;
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public abstract partial class SharedProjectileSystem : EntitySystem
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{
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public const string ProjectileFixture = "projectile";
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly SharedDoAfterSystem _doAfter = default!;
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[Dependency] private readonly SharedHandsSystem _hands = default!;
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[Dependency] private readonly SharedPhysicsSystem _physics = default!;
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[Dependency] private readonly SharedTransformSystem _transform = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<ProjectileComponent, PreventCollideEvent>(PreventCollision);
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SubscribeLocalEvent<EmbeddableProjectileComponent, ProjectileHitEvent>(OnEmbedProjectileHit);
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SubscribeLocalEvent<EmbeddableProjectileComponent, ThrowDoHitEvent>(OnEmbedThrowDoHit);
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SubscribeLocalEvent<EmbeddableProjectileComponent, ActivateInWorldEvent>(OnEmbedActivate);
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SubscribeLocalEvent<EmbeddableProjectileComponent, RemoveEmbeddedProjectileEvent>(OnEmbedRemove);
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SubscribeLocalEvent<EmbeddableProjectileComponent, ComponentShutdown>(OnEmbeddableCompShutdown);
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SubscribeLocalEvent<EmbeddedContainerComponent, EntityTerminatingEvent>(OnEmbeddableTermination);
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}
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private void OnEmbedActivate(Entity<EmbeddableProjectileComponent> embeddable, ref ActivateInWorldEvent args)
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{
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// Unremovable embeddables moment
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if (embeddable.Comp.RemovalTime == null)
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return;
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if (args.Handled || !args.Complex || !TryComp<PhysicsComponent>(embeddable, out var physics) ||
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physics.BodyType != BodyType.Static)
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return;
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args.Handled = true;
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_doAfter.TryStartDoAfter(new DoAfterArgs(EntityManager,
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args.User,
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embeddable.Comp.RemovalTime.Value,
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new RemoveEmbeddedProjectileEvent(),
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eventTarget: embeddable,
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target: embeddable));
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}
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private void OnEmbedRemove(Entity<EmbeddableProjectileComponent> embeddable, ref RemoveEmbeddedProjectileEvent args)
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{
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if (args.Cancelled)
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return;
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EmbedDetach(embeddable, embeddable.Comp, args.User);
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// try place it in the user's hand
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_hands.TryPickupAnyHand(args.User, embeddable);
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}
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private void OnEmbeddableCompShutdown(Entity<EmbeddableProjectileComponent> embeddable, ref ComponentShutdown arg)
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{
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EmbedDetach(embeddable, embeddable.Comp);
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}
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private void OnEmbedThrowDoHit(Entity<EmbeddableProjectileComponent> embeddable, ref ThrowDoHitEvent args)
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{
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if (!embeddable.Comp.EmbedOnThrow)
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return;
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EmbedAttach(embeddable, args.Target, null, embeddable.Comp);
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}
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private void OnEmbedProjectileHit(Entity<EmbeddableProjectileComponent> embeddable, ref ProjectileHitEvent args)
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{
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EmbedAttach(embeddable, args.Target, args.Shooter, embeddable.Comp);
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// Raise a specific event for projectiles.
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if (!TryComp<ProjectileComponent>(embeddable, out var projectile))
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return;
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var ev = new ProjectileEmbedEvent(projectile.Shooter, projectile.Weapon, args.Target);
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RaiseLocalEvent(embeddable, ref ev);
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}
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private void EmbedAttach(EntityUid uid, EntityUid target, EntityUid? user, EmbeddableProjectileComponent component)
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{
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TryComp<PhysicsComponent>(uid, out var physics);
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_physics.SetLinearVelocity(uid, Vector2.Zero, body: physics);
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_physics.SetBodyType(uid, BodyType.Static, body: physics);
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var xform = Transform(uid);
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_transform.SetParent(uid, xform, target);
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if (component.Offset != Vector2.Zero)
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{
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var rotation = xform.LocalRotation;
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if (TryComp<ThrowingAngleComponent>(uid, out var throwingAngleComp))
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rotation += throwingAngleComp.Angle;
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_transform.SetLocalPosition(uid, xform.LocalPosition + rotation.RotateVec(component.Offset), xform);
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}
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_audio.PlayPredicted(component.Sound, uid, null);
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component.EmbeddedIntoUid = target;
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var ev = new EmbedEvent(user, target);
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RaiseLocalEvent(uid, ref ev);
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Dirty(uid, component);
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EnsureComp<EmbeddedContainerComponent>(target, out var embeddedContainer);
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//Assert that this entity not embed
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DebugTools.AssertEqual(embeddedContainer.EmbeddedObjects.Contains(uid), false);
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embeddedContainer.EmbeddedObjects.Add(uid);
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}
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public void EmbedDetach(EntityUid uid, EmbeddableProjectileComponent? component, EntityUid? user = null)
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{
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if (!Resolve(uid, ref component))
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return;
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if (component.EmbeddedIntoUid == null)
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return; // the entity is not embedded, so do nothing
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var embeddedInto = component.EmbeddedIntoUid;
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if (TryComp<EmbeddedContainerComponent>(component.EmbeddedIntoUid.Value, out var embeddedContainer))
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{
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embeddedContainer.EmbeddedObjects.Remove(uid);
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Dirty(component.EmbeddedIntoUid.Value, embeddedContainer);
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if (embeddedContainer.EmbeddedObjects.Count == 0)
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RemCompDeferred<EmbeddedContainerComponent>(component.EmbeddedIntoUid.Value);
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}
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if (component.DeleteOnRemove)
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{
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PredictedQueueDel(uid);
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return;
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}
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var xform = Transform(uid);
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if (TerminatingOrDeleted(xform.GridUid) && TerminatingOrDeleted(xform.MapUid))
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return;
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TryComp<PhysicsComponent>(uid, out var physics);
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_physics.SetBodyType(uid, BodyType.Dynamic, body: physics, xform: xform);
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_transform.AttachToGridOrMap(uid, xform);
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component.EmbeddedIntoUid = null;
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Dirty(uid, component);
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// Reset whether the projectile has damaged anything if it successfully was removed
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if (TryComp<ProjectileComponent>(uid, out var projectile))
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{
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projectile.Shooter = null;
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projectile.Weapon = null;
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projectile.ProjectileSpent = false;
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Dirty(uid, projectile);
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}
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var ev = new EmbedDetachEvent(user, embeddedInto.Value);
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RaiseLocalEvent(uid, ref ev);
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if (user != null)
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{
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// Land it just coz uhhh yeah
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var landEv = new LandEvent(user, true);
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RaiseLocalEvent(uid, ref landEv);
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}
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_physics.WakeBody(uid, body: physics);
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}
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private void OnEmbeddableTermination(Entity<EmbeddedContainerComponent> container, ref EntityTerminatingEvent args)
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{
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DetachAllEmbedded(container);
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}
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public void DetachAllEmbedded(Entity<EmbeddedContainerComponent> container)
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{
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foreach (var embedded in container.Comp.EmbeddedObjects)
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{
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if (!TryComp<EmbeddableProjectileComponent>(embedded, out var embeddedComp))
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continue;
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EmbedDetach(embedded, embeddedComp);
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}
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}
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private void PreventCollision(EntityUid uid, ProjectileComponent component, ref PreventCollideEvent args)
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{
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if (component.IgnoreShooter && (args.OtherEntity == component.Shooter || args.OtherEntity == component.Weapon))
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{
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args.Cancelled = true;
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}
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}
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public void SetShooter(EntityUid id, ProjectileComponent component, EntityUid? shooterId = null)
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{
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if (component.Shooter == shooterId || shooterId == null)
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return;
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component.Shooter = shooterId;
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Dirty(id, component);
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}
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[Serializable, NetSerializable]
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private sealed partial class RemoveEmbeddedProjectileEvent : DoAfterEvent
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{
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public override DoAfterEvent Clone() => this;
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}
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}
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[Serializable, NetSerializable]
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public sealed class ImpactEffectEvent : EntityEventArgs
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{
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public string Prototype;
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public NetCoordinates Coordinates;
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public ImpactEffectEvent(string prototype, NetCoordinates coordinates)
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{
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Prototype = prototype;
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Coordinates = coordinates;
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}
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}
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/// <summary>
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/// Raised when an entity is just about to be hit with a projectile but can reflect it
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/// </summary>
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[ByRefEvent]
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public record struct ProjectileReflectAttemptEvent(EntityUid ProjUid, ProjectileComponent Component, bool Cancelled) : IInventoryRelayEvent
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{
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SlotFlags IInventoryRelayEvent.TargetSlots => SlotFlags.WITHOUT_POCKET;
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}
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/// <summary>
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/// Raised when a projectile hits an entity
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/// </summary>
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[ByRefEvent]
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public record struct ProjectileHitEvent(DamageSpecifier Damage, EntityUid Target, EntityUid? Shooter = null);
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