Make component states dependant on the player getting them (#3280)
* Make component states dependant on the player getting them Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com> * Updated submodule to v0.3.7. Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com> Co-authored-by: Acruid <shatter66@gmail.com>
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@@ -4,6 +4,7 @@ using Content.Shared.Utility;
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using Robust.Server.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Players;
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using Robust.Shared.Timing;
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namespace Content.Server.GameObjects.Components.Weapon
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@@ -23,7 +24,7 @@ namespace Content.Server.GameObjects.Components.Weapon
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Dirty();
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}
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public override ComponentState GetComponentState()
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public override ComponentState GetComponentState(ICommonSession player)
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{
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return new FlashComponentState(_duration, _lastFlash);
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}
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@@ -14,6 +14,7 @@ using Robust.Shared.Containers;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Localization;
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using Robust.Shared.Map;
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using Robust.Shared.Players;
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using Robust.Shared.Serialization;
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using Robust.Shared.Utility;
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using Robust.Shared.ViewVariables;
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@@ -128,7 +129,7 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged.Barrels
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UpdateAppearance();
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}
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public override ComponentState GetComponentState()
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public override ComponentState GetComponentState(ICommonSession player)
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{
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(int, int)? count = (ShotsLeft, Capacity);
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var chamberedExists = _chamberContainer.ContainedEntity != null;
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@@ -11,6 +11,7 @@ using Robust.Shared.Audio;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Localization;
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using Robust.Shared.Map;
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using Robust.Shared.Players;
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using Robust.Shared.Serialization;
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using Robust.Shared.Utility;
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using Robust.Shared.ViewVariables;
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@@ -82,7 +83,7 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged.Barrels
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UpdateAppearance();
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}
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public override ComponentState GetComponentState()
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public override ComponentState GetComponentState(ICommonSession player)
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{
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(int, int)? count = (ShotsLeft, Capacity);
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var chamberedExists = _chamberContainer.ContainedEntity != null;
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@@ -13,6 +13,7 @@ using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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using Robust.Shared.Map;
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using Robust.Shared.Players;
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using Robust.Shared.Random;
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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@@ -66,7 +67,7 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged.Barrels
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serializer.DataField(ref _soundSpin, "soundSpin", "/Audio/Weapons/Guns/Misc/revolver_spin.ogg");
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}
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public override ComponentState GetComponentState()
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public override ComponentState GetComponentState(ICommonSession player)
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{
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var slotsSpent = new bool?[Capacity];
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for (var i = 0; i < Capacity; i++)
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@@ -16,6 +16,7 @@ using Robust.Shared.Audio;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Localization;
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using Robust.Shared.Map;
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using Robust.Shared.Players;
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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@@ -89,7 +90,7 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged.Barrels
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serializer.DataField(ref _soundPowerCellEject, "soundPowerCellEject", null);
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}
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public override ComponentState GetComponentState()
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public override ComponentState GetComponentState(ICommonSession player)
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{
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(int, int)? count = (ShotsLeft, Capacity);
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@@ -18,6 +18,7 @@ using Robust.Shared.Containers;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Localization;
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using Robust.Shared.Map;
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using Robust.Shared.Players;
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using Robust.Shared.Serialization;
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using Robust.Shared.Utility;
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using Robust.Shared.ViewVariables;
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@@ -164,7 +165,7 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged.Barrels
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return types;
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}
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public override ComponentState GetComponentState()
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public override ComponentState GetComponentState(ICommonSession player)
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{
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(int, int)? count = null;
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var magazine = _magazineContainer.ContainedEntity;
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@@ -18,7 +18,6 @@ using Robust.Shared.Map;
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using Robust.Shared.Maths;
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using Robust.Shared.Network;
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using Robust.Shared.Players;
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using Robust.Shared.Random;
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using Robust.Shared.Serialization;
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using Robust.Shared.Timing;
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using Robust.Shared.ViewVariables;
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@@ -120,7 +119,7 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged
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}
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}
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public override ComponentState GetComponentState()
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public override ComponentState GetComponentState(ICommonSession player)
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{
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return new RangedWeaponComponentState(FireRateSelector);
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}
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