Revert "Emp more effects" (#16159)
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@@ -1,27 +0,0 @@
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using Robust.Shared.GameStates;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
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namespace Content.Shared.Emp;
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/// <summary>
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/// While entity has this component it is "disabled" by EMP.
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/// Add desired behaviour in other systems
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/// </summary>
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[RegisterComponent, NetworkedComponent]
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[Access(typeof(SharedEmpSystem))]
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public sealed class EmpDisabledComponent : Component
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{
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/// <summary>
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/// Moment of time when component is removed and entity stops being "disabled"
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/// </summary>
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[DataField("timeLeft", customTypeSerializer: typeof(TimeOffsetSerializer)), ViewVariables(VVAccess.ReadWrite)]
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public TimeSpan DisabledUntil;
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[DataField("effectCoolDown"), ViewVariables(VVAccess.ReadWrite)]
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public float EffectCooldown = 3f;
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/// <summary>
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/// When next effect will be spawned
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/// </summary>
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public TimeSpan TargetTime = TimeSpan.Zero;
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}
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@@ -1,10 +0,0 @@
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using Robust.Shared.Timing;
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namespace Content.Shared.Emp;
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public abstract class SharedEmpSystem : EntitySystem
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{
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[Dependency] protected readonly IGameTiming Timing = default!;
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protected const string EmpDisabledEffectPrototype = "EffectEmpDisabled";
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}
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