Color flash effect fixes (#18952)
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@@ -38,13 +38,14 @@ public sealed class MeleeWeaponSystem : SharedMeleeWeaponSystem
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{
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly BloodstreamSystem _bloodstream = default!;
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[Dependency] private readonly ChatSystem _chat = default!;
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[Dependency] private readonly ContestsSystem _contests = default!;
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[Dependency] private readonly DamageExamineSystem _damageExamine = default!;
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[Dependency] private readonly InventorySystem _inventory = default!;
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[Dependency] private readonly LagCompensationSystem _lag = default!;
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[Dependency] private readonly SharedColorFlashEffectSystem _color = default!;
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[Dependency] private readonly SolutionContainerSystem _solutions = default!;
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[Dependency] private readonly TagSystem _tag = default!;
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[Dependency] private readonly ChatSystem _chat = default!;
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[Dependency] private readonly DamageExamineSystem _damageExamine = default!;
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public override void Initialize()
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{
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@@ -191,7 +192,7 @@ public sealed 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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var filter = Filter.Pvs(targetXform.Coordinates, entityMan: EntityManager).RemoveWhereAttachedEntity(o => o == user);
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RaiseNetworkEvent(new ColorFlashEffectEvent(Color.Red, targets), filter);
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_color.RaiseEffect(Color.Red, targets, filter);
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}
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private float CalculateDisarmChance(EntityUid disarmer, EntityUid disarmed, EntityUid? inTargetHand, CombatModeComponent disarmerComp)
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