Color flash effect fixes (#18952)
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@@ -15,6 +15,7 @@ using Robust.Client.Player;
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using Robust.Client.State;
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using Robust.Shared.Input;
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using Robust.Shared.Map;
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using Robust.Shared.Player;
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using Robust.Shared.Players;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Timing;
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@@ -30,6 +31,7 @@ public sealed partial class MeleeWeaponSystem : SharedMeleeWeaponSystem
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[Dependency] private readonly IStateManager _stateManager = default!;
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[Dependency] private readonly AnimationPlayerSystem _animation = default!;
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[Dependency] private readonly InputSystem _inputSystem = default!;
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[Dependency] private readonly SharedColorFlashEffectSystem _color = default!;
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private EntityQuery<TransformComponent> _xformQuery;
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@@ -167,8 +169,7 @@ public sealed partial class MeleeWeaponSystem : SharedMeleeWeaponSystem
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protected override void DoDamageEffect(List<EntityUid> targets, EntityUid? user, TransformComponent targetXform)
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{
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// Server never sends the event to us for predictiveeevent.
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if (_timing.IsFirstTimePredicted)
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RaiseLocalEvent(new ColorFlashEffectEvent(Color.Red, targets));
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_color.RaiseEffect(Color.Red, targets, Filter.Local());
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}
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protected override bool DoDisarm(EntityUid user, DisarmAttackEvent ev, EntityUid meleeUid, MeleeWeaponComponent component, ICommonSession? session)
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