2021-06-18 01:49:18 -07:00
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using Content.Client.HUD;
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2021-06-09 22:19:39 +02:00
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using Content.Shared.CombatMode;
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using Content.Shared.Targeting;
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2019-09-26 22:32:32 +02:00
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using Robust.Client.GameObjects;
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2020-02-09 01:42:44 -08:00
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using Robust.Client.Player;
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2019-09-26 22:32:32 +02:00
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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2021-06-09 22:19:39 +02:00
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namespace Content.Client.CombatMode
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2019-09-26 22:32:32 +02:00
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{
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[RegisterComponent]
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2020-03-25 17:53:50 +01:00
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[ComponentReference(typeof(SharedCombatModeComponent))]
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2019-09-26 22:32:32 +02:00
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public sealed class CombatModeComponent : SharedCombatModeComponent
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{
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2020-08-24 14:10:28 +02:00
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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[Dependency] private readonly IGameHud _gameHud = default!;
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2019-09-26 22:32:32 +02:00
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2020-03-25 11:16:57 +01:00
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public override bool IsInCombatMode
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{
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get => base.IsInCombatMode;
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set
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{
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base.IsInCombatMode = value;
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UpdateHud();
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}
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}
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2019-09-26 22:32:32 +02:00
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2020-03-25 11:16:57 +01:00
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public override TargetingZone ActiveZone
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{
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get => base.ActiveZone;
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set
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2020-02-09 01:42:44 -08:00
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{
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2020-03-25 11:16:57 +01:00
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base.ActiveZone = value;
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2020-02-09 01:42:44 -08:00
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UpdateHud();
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}
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2019-09-26 22:32:32 +02:00
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}
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2021-06-18 01:49:18 -07:00
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public void PlayerDetached() { _gameHud.CombatPanelVisible = false; }
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2019-09-26 22:32:32 +02:00
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2021-06-18 01:49:18 -07:00
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public void PlayerAttached()
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{
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2022-02-09 17:25:12 +13:00
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_gameHud.CombatPanelVisible = false; // TODO BOBBY SYSTEM Make the targeting doll actually do something.
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2021-06-18 01:49:18 -07:00
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UpdateHud();
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2019-09-26 22:32:32 +02:00
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}
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private void UpdateHud()
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{
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2021-03-10 14:48:29 +01:00
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if (Owner != _playerManager.LocalPlayer?.ControlledEntity)
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2020-03-25 11:16:57 +01:00
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{
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return;
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}
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2019-09-26 22:32:32 +02:00
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_gameHud.TargetingZone = ActiveZone;
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}
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}
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}
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