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OldThink/Content.Client/DoAfter/DoAfterSystem.cs

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using Content.Shared.DoAfter;
using Content.Shared.Hands.Components;
using Robust.Client.Graphics;
using Robust.Client.Player;
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using Robust.Shared.Prototypes;
namespace Content.Client.DoAfter;
/// <summary>
/// Handles events that need to happen after a certain amount of time where the event could be cancelled by factors
/// such as moving.
/// </summary>
public sealed class DoAfterSystem : SharedDoAfterSystem
{
[Dependency] private readonly IOverlayManager _overlay = default!;
[Dependency] private readonly IPlayerManager _player = default!;
[Dependency] private readonly IPrototypeManager _prototype = default!;
[Dependency] private readonly MetaDataSystem _metadata = default!;
public override void Initialize()
{
base.Initialize();
_overlay.AddOverlay(new DoAfterOverlay(EntityManager, _prototype, GameTiming));
}
public override void Shutdown()
{
base.Shutdown();
_overlay.RemoveOverlay<DoAfterOverlay>();
}
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public override void Update(float frameTime)
{
// Currently this only predicts do afters initiated by the player.
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// TODO maybe predict do-afters if the local player is the target of some other players do-after? Specifically
// ones that depend on the target not moving, because the cancellation of those do afters should be readily
// predictable by clients.
var playerEntity = _player.LocalPlayer?.ControlledEntity;
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if (!TryComp(playerEntity, out ActiveDoAfterComponent? active))
return;
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if (_metadata.EntityPaused(playerEntity.Value))
return;
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var time = GameTiming.CurTime;
var comp = Comp<DoAfterComponent>(playerEntity.Value);
var xformQuery = GetEntityQuery<TransformComponent>();
var handsQuery = GetEntityQuery<HandsComponent>();
Update(playerEntity.Value, active, comp, time, xformQuery, handsQuery);
}
}