- add: Toggleable night vision (#31)
* - add: Toggleable night vision * - add: Add death squad huds & night vision
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@@ -1,3 +1,4 @@
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using Content.Shared._Miracle.Systems;
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using Content.Shared.GameTicking;
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using Content.Shared._White.Overlays;
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using Robust.Client.Graphics;
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@@ -6,7 +7,7 @@ using Robust.Shared.Player;
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namespace Content.Client._White.Overlays;
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public sealed class NightVisionSystem : EntitySystem
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public sealed class NightVisionSystem : SharedNightVisionSystem
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{
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[Dependency] private readonly IPlayerManager _player = default!;
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[Dependency] private readonly IOverlayManager _overlayMan = default!;
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@@ -18,9 +19,6 @@ public sealed class NightVisionSystem : EntitySystem
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{
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base.Initialize();
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SubscribeLocalEvent<NightVisionComponent, ComponentInit>(OnInit);
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SubscribeLocalEvent<NightVisionComponent, ComponentRemove>(OnRemove);
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SubscribeLocalEvent<NightVisionComponent, PlayerAttachedEvent>(OnPlayerAttached);
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SubscribeLocalEvent<NightVisionComponent, PlayerDetachedEvent>(OnPlayerDetached);
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SubscribeLocalEvent<RoundRestartCleanupEvent>(OnRestart);
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@@ -30,38 +28,25 @@ public sealed class NightVisionSystem : EntitySystem
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private void OnPlayerAttached(EntityUid uid, NightVisionComponent component, PlayerAttachedEvent args)
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{
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if (_player.LocalSession != args.Player)
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return;
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_overlayMan.AddOverlay(_overlay);
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_lightManager.DrawLighting = false;
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UpdateNightVision(uid, component.IsActive);
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}
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private void OnPlayerDetached(EntityUid uid, NightVisionComponent component, PlayerDetachedEvent args)
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{
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if (_player.LocalSession != args.Player)
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return;
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_overlayMan.RemoveOverlay(_overlay);
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_lightManager.DrawLighting = true;
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UpdateNightVision(uid, false);
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}
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private void OnInit(EntityUid uid, NightVisionComponent component, ComponentInit args)
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protected override void UpdateNightVision(EntityUid uid, bool active)
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{
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if (_player.LocalSession?.AttachedEntity != uid)
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return;
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_overlayMan.AddOverlay(_overlay);
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_lightManager.DrawLighting = false;
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}
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if (active)
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_overlayMan.AddOverlay(_overlay);
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else
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_overlayMan.RemoveOverlay(_overlay);
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private void OnRemove(EntityUid uid, NightVisionComponent component, ComponentRemove args)
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{
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if (_player.LocalSession?.AttachedEntity != uid)
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return;
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_overlayMan.RemoveOverlay(_overlay);
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_lightManager.DrawLighting = true;
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_lightManager.DrawLighting = !active;
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}
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private void OnRestart(RoundRestartCleanupEvent ev)
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