Improves examine code
Examining now has larger range. Ghosts have no range limit. Fixed some messy code and some bad netcode.
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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namespace Content.Shared.GameObjects.Components.Mobs
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{
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/// <summary>
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/// Component required for a player to be able to examine things.
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/// </summary>
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public sealed class ExaminerComponent : Component
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{
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public override string Name => "Examiner";
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[ViewVariables(VVAccess.ReadWrite)]
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private bool _doRangeCheck = true;
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/// <summary>
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/// Whether to do a distance check on examine.
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/// If false, the user can theoretically examine from infinitely far away.
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/// </summary>
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public bool DoRangeCheck => _doRangeCheck;
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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serializer.DataField(ref _doRangeCheck, "DoRangeCheck", true);
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}
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}
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}
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@@ -0,0 +1,35 @@
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using Content.Shared.GameObjects.Components.Mobs;
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using JetBrains.Annotations;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Interfaces.GameObjects;
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namespace Content.Shared.GameObjects.EntitySystems
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{
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public abstract class ExamineSystemShared : EntitySystem
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{
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public const float ExamineRange = 8f;
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public const float ExamineRangeSquared = ExamineRange * ExamineRange;
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[Pure]
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protected static bool CanExamine(IEntity examiner, IEntity examined)
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{
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if (!examiner.TryGetComponent(out ExaminerComponent examinerComponent))
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{
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return false;
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}
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if (!examinerComponent.DoRangeCheck)
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{
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return true;
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}
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if (examiner.Transform.MapID != examined.Transform.MapID)
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{
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return false;
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}
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var delta = examined.Transform.WorldPosition - examiner.Transform.WorldPosition;
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return delta.LengthSquared <= ExamineRangeSquared;
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}
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}
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}
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