AutoCompState + ItemToggle fixes (#23422)
* AutoCompState + ItemToggle fixes Fix a lot of the comp states that are never actually networked and also cleaned up ItemToggle events a bunch. ItemToggle will still need some future work for lights and sounds. * Also catch these
This commit is contained in:
@@ -1,16 +1,16 @@
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using Robust.Shared.Audio;
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using Robust.Shared.GameStates;
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namespace Content.Shared.Item;
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namespace Content.Shared.Item.ItemToggle.Components;
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/// <summary>
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/// Handles the active sound being played continuously with some items that are activated (ie e-sword hum).
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/// </summary>
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[RegisterComponent, NetworkedComponent]
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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public sealed partial class ItemToggleActiveSoundComponent : Component
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{
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/// <summary>
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/// The continuous noise this item makes when it's activated (like an e-sword's hum). This loops.
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/// The continuous noise this item makes when it's activated (like an e-sword's hum).
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite), DataField, AutoNetworkedField]
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public SoundSpecifier? ActiveSound;
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@@ -18,17 +18,6 @@ public sealed partial class ItemToggleActiveSoundComponent : Component
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/// <summary>
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/// Used when the item emits sound while active.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite), DataField, AutoNetworkedField]
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[ViewVariables(VVAccess.ReadWrite), DataField]
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public EntityUid? PlayingStream;
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}
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/// <summary>
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/// Raised in order to effect changes upon the ActiveSound of the entity.
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/// </summary>
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[ByRefEvent]
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public record struct ItemToggleActiveSoundUpdateEvent(bool Activated, bool Predicted, EntityUid? User)
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{
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public bool Activated = Activated;
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public bool Predicted = Predicted;
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public EntityUid? User = User;
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}
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@@ -1,7 +1,7 @@
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using Robust.Shared.Audio;
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using Robust.Shared.GameStates;
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namespace Content.Shared.Item;
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namespace Content.Shared.Item.ItemToggle.Components;
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/// <summary>
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/// Handles generic item toggles, like a welder turning on and off, or an e-sword.
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@@ -54,7 +54,7 @@ public sealed partial class ItemToggleComponent : Component
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public record struct ItemToggleActivateAttemptEvent(EntityUid? User)
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{
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public bool Cancelled = false;
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public EntityUid? User = User;
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public readonly EntityUid? User = User;
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}
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/// <summary>
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@@ -64,63 +64,34 @@ public record struct ItemToggleActivateAttemptEvent(EntityUid? User)
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public record struct ItemToggleDeactivateAttemptEvent(EntityUid? User)
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{
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public bool Cancelled = false;
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public EntityUid? User = User;
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public readonly EntityUid? User = User;
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}
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/// <summary>
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/// Raised directed on an entity any sort of toggle is complete.
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/// </summary>
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[ByRefEvent]
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public record struct ItemToggleDoneEvent(bool Activated, EntityUid? User)
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public readonly record struct ItemToggledEvent(bool Predicted, bool Activated, EntityUid? User)
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{
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public bool Activated = Activated;
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public EntityUid? User = User;
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public readonly bool Predicted = Predicted;
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public readonly bool Activated = Activated;
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public readonly EntityUid? User = User;
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}
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/// <summary>
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/// Raised in order to play a toggle sound effect.
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/// Raised directed on an entity when an itemtoggle is activated.
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/// </summary>
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[ByRefEvent]
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public record struct ItemTogglePlayToggleSoundEvent(bool Activated, bool Predicted, EntityUid? User)
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public readonly record struct ItemToggleActivatedEvent(EntityUid? User)
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{
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public bool Activated = Activated;
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public bool Predicted = Predicted;
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public EntityUid? User = User;
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public readonly EntityUid? User = User;
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}
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/// <summary>
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/// Raised in order to play a failure to toggle sound effect.
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/// Raised directed on an entity when an itemtoggle is deactivated.
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/// </summary>
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[ByRefEvent]
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public record struct ItemTogglePlayFailSoundEvent(bool Predicted, EntityUid? User)
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public readonly record struct ItemToggleDeactivatedEvent(EntityUid? User)
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{
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public bool Predicted = Predicted;
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public EntityUid? User = User;
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}
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/// <summary>
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/// Raised in order to effect changes upon the Light component of the entity.
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/// </summary>
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[ByRefEvent]
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public record struct ItemToggleLightUpdateEvent(bool Activated)
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{
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public bool Activated = Activated;
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}
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/// <summary>
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/// Raised in order to effect changes upon the Appearance component of the entity.
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/// </summary>
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[ByRefEvent]
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public record struct ItemToggleAppearanceUpdateEvent(bool Activated)
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{
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public bool Activated = Activated;
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}
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/// <summary>
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/// Raised in order to effect changes upon the Reflect component of the entity.
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/// </summary>
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[ByRefEvent]
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public record struct ItemToggleReflectUpdateEvent(bool Activated)
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{
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public bool Activated = Activated;
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public readonly EntityUid? User = User;
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}
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@@ -1,11 +1,11 @@
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using Robust.Shared.GameStates;
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namespace Content.Shared.Item;
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namespace Content.Shared.Item.ItemToggle.Components;
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/// <summary>
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/// Handles whether the item is hot when toggled on.
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/// Handles whether the item is hot when toggled on.
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/// </summary>
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[RegisterComponent, NetworkedComponent]
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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public sealed partial class ItemToggleHotComponent : Component
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{
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/// <summary>
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@@ -1,16 +1,16 @@
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using Robust.Shared.GameStates;
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using Robust.Shared.Audio;
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using Content.Shared.Damage;
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using Robust.Shared.Audio;
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using Robust.Shared.GameStates;
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namespace Content.Shared.Item;
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namespace Content.Shared.Item.ItemToggle.Components;
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/// <summary>
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/// Handles the changes to the melee weapon component when the item is toggled.
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/// Handles the changes to the melee weapon component when the item is toggled.
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/// </summary>
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/// <remarks>
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/// You can change the damage, sound on hit, on swing, as well as hidden status while activated.
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/// </remarks>
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[RegisterComponent, NetworkedComponent]
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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public sealed partial class ItemToggleMeleeWeaponComponent : Component
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{
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/// <summary>
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@@ -67,13 +67,3 @@ public sealed partial class ItemToggleMeleeWeaponComponent : Component
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[ViewVariables(VVAccess.ReadWrite), DataField, AutoNetworkedField]
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public bool DeactivatedSecret = false;
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}
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/// <summary>
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/// Raised in order to effect changes upon the MeleeWeaponComponent of the entity.
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/// </summary>
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[ByRefEvent]
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public record struct ItemToggleMeleeWeaponUpdateEvent(bool Activated)
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{
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public bool Activated = Activated;
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}
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@@ -1,15 +1,15 @@
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using Robust.Shared.GameStates;
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using Robust.Shared.Prototypes;
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namespace Content.Shared.Item;
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namespace Content.Shared.Item.ItemToggle.Components;
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/// <summary>
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/// Handles the changes to the item size when toggled.
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/// Handles the changes to the item size when toggled.
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/// </summary>
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/// <remarks>
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/// You can change the size when activated or not. By default the sizes are copied from the item.
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/// </remarks>
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[RegisterComponent, NetworkedComponent]
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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public sealed partial class ItemToggleSizeComponent : Component
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{
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/// <summary>
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@@ -24,12 +24,3 @@ public sealed partial class ItemToggleSizeComponent : Component
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[ViewVariables(VVAccess.ReadWrite), DataField, AutoNetworkedField]
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public ProtoId<ItemSizePrototype>? DeactivatedSize = null;
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}
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/// <summary>
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/// Raised in order to effect changes upon the MeleeWeaponComponent of the entity.
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/// </summary>
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[ByRefEvent]
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public record struct ItemToggleSizeUpdateEvent(bool Activated)
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{
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public bool Activated = Activated;
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}
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@@ -1,11 +1,10 @@
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using Content.Shared.Interaction.Events;
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using Content.Shared.Toggleable;
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using Content.Shared.Item.ItemToggle.Components;
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using Content.Shared.Temperature;
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using Content.Shared.Toggleable;
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using Content.Shared.Wieldable;
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using Content.Shared.Wieldable.Components;
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using Robust.Shared.Audio;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Network;
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namespace Content.Shared.Item.ItemToggle;
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@@ -29,12 +28,10 @@ public abstract class SharedItemToggleSystem : EntitySystem
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SubscribeLocalEvent<ItemToggleComponent, ItemUnwieldedEvent>(TurnOffonUnwielded);
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SubscribeLocalEvent<ItemToggleComponent, ItemWieldedEvent>(TurnOnonWielded);
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SubscribeLocalEvent<ItemToggleComponent, UseInHandEvent>(OnUseInHand);
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SubscribeLocalEvent<ItemToggleHotComponent, IsHotEvent>(OnIsHotEvent);
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SubscribeLocalEvent<ItemToggleActiveSoundComponent, ItemToggleActiveSoundUpdateEvent>(UpdateActiveSound);
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SubscribeLocalEvent<AppearanceComponent, ItemToggleAppearanceUpdateEvent>(UpdateAppearance);
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SubscribeLocalEvent<ItemToggleComponent, ItemToggleLightUpdateEvent>(UpdateLight);
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SubscribeLocalEvent<ItemToggleComponent, ItemTogglePlayToggleSoundEvent>(PlayToggleSound);
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SubscribeLocalEvent<ItemToggleComponent, ItemTogglePlayFailSoundEvent>(PlayFailToggleSound);
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SubscribeLocalEvent<ItemToggleActiveSoundComponent, ItemToggledEvent>(UpdateActiveSound);
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}
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private void OnUseInHand(EntityUid uid, ItemToggleComponent itemToggle, UseInHandEvent args)
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@@ -48,7 +45,7 @@ public abstract class SharedItemToggleSystem : EntitySystem
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}
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/// <summary>
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/// Used when an item is attempted to be toggled.
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/// Used when an item is attempted to be toggled.
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/// </summary>
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public void Toggle(EntityUid uid, EntityUid? user = null, bool predicted = true, ItemToggleComponent? itemToggle = null)
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{
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@@ -81,9 +78,10 @@ public abstract class SharedItemToggleSystem : EntitySystem
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if (attempt.Cancelled)
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{
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//Raises the event to play the failure to activate noise.
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var evPlayFailToggleSound = new ItemTogglePlayFailSoundEvent(Predicted: predicted, user);
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RaiseLocalEvent(uid, ref evPlayFailToggleSound);
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if (predicted)
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_audio.PlayPredicted(itemToggle.SoundFailToActivate, uid, user);
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else
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_audio.PlayPvs(itemToggle.SoundFailToActivate, uid);
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return false;
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}
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@@ -92,16 +90,7 @@ public abstract class SharedItemToggleSystem : EntitySystem
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if (predicted == false && _netManager.IsClient)
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return true;
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Activate(uid, itemToggle);
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var evPlayToggleSound = new ItemTogglePlayToggleSoundEvent(Activated: true, Predicted: predicted, user);
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RaiseLocalEvent(uid, ref evPlayToggleSound);
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var evActiveSound = new ItemToggleActiveSoundUpdateEvent(Activated: true, Predicted: predicted, user);
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RaiseLocalEvent(uid, ref evActiveSound);
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var toggleUsed = new ItemToggleDoneEvent(Activated: true, user);
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RaiseLocalEvent(uid, ref toggleUsed);
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Activate(uid, itemToggle, predicted, user);
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return true;
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}
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@@ -129,61 +118,78 @@ public abstract class SharedItemToggleSystem : EntitySystem
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if (predicted == false && _netManager.IsClient)
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return true;
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Deactivate(uid, itemToggle);
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var evPlayToggleSound = new ItemTogglePlayToggleSoundEvent(Activated: false, Predicted: predicted, user);
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RaiseLocalEvent(uid, ref evPlayToggleSound);
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var evActiveSound = new ItemToggleActiveSoundUpdateEvent(Activated: false, Predicted: predicted, user);
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RaiseLocalEvent(uid, ref evActiveSound);
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var toggleUsed = new ItemToggleDoneEvent(Activated: false, user);
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RaiseLocalEvent(uid, ref toggleUsed);
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Deactivate(uid, itemToggle, predicted, user);
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return true;
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}
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/// <summary>
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/// Used to make the actual changes to the item's components on activation.
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/// </summary>
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private void Activate(EntityUid uid, ItemToggleComponent itemToggle)
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private void Activate(EntityUid uid, ItemToggleComponent itemToggle, bool predicted, EntityUid? user = null)
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{
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UpdateComponents(uid, itemToggle.Activated = true);
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// TODO: Fix this hardcoding
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TryComp(uid, out AppearanceComponent? appearance);
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_appearance.SetData(uid, ToggleableLightVisuals.Enabled, true, appearance);
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_appearance.SetData(uid, ToggleVisuals.Toggled, true, appearance);
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if (_light.TryGetLight(uid, out var light))
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{
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_light.SetEnabled(uid, true, light);
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}
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SoundSpecifier? soundToPlay = itemToggle.SoundActivate;
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if (soundToPlay == null)
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return;
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if (predicted)
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_audio.PlayPredicted(soundToPlay, uid, user);
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else
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_audio.PlayPvs(soundToPlay, uid);
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// END FIX HARDCODING
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var toggleUsed = new ItemToggledEvent(predicted, Activated: true, user);
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RaiseLocalEvent(uid, ref toggleUsed);
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var activev = new ItemToggleActivatedEvent(user);
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RaiseLocalEvent(uid, ref activev);
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itemToggle.Activated = true;
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Dirty(uid, itemToggle);
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}
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/// <summary>
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/// Used to make the actual changes to the item's components on deactivation.
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/// </summary>
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private void Deactivate(EntityUid uid, ItemToggleComponent itemToggle)
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private void Deactivate(EntityUid uid, ItemToggleComponent itemToggle, bool predicted, EntityUid? user = null)
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{
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UpdateComponents(uid, itemToggle.Activated = false);
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// TODO: Fix this hardcoding
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TryComp(uid, out AppearanceComponent? appearance);
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_appearance.SetData(uid, ToggleableLightVisuals.Enabled, false, appearance);
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_appearance.SetData(uid, ToggleVisuals.Toggled, false, appearance);
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if (_light.TryGetLight(uid, out var light))
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{
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_light.SetEnabled(uid, false, light);
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}
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var soundToPlay = itemToggle.SoundDeactivate;
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if (predicted)
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_audio.PlayPredicted(soundToPlay, uid, user);
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else
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_audio.PlayPvs(soundToPlay, uid);
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// END FIX HARDCODING
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var toggleUsed = new ItemToggledEvent(predicted, Activated: false, user);
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RaiseLocalEvent(uid, ref toggleUsed);
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var activev = new ItemToggleDeactivatedEvent(user);
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RaiseLocalEvent(uid, ref activev);
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itemToggle.Activated = false;
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Dirty(uid, itemToggle);
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}
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/// <summary>
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/// Used to raise events to update components on toggle.
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/// </summary>
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private void UpdateComponents(EntityUid uid, bool activated)
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{
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var evSize = new ItemToggleSizeUpdateEvent(activated);
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RaiseLocalEvent(uid, ref evSize);
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var evMelee = new ItemToggleMeleeWeaponUpdateEvent(activated);
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RaiseLocalEvent(uid, ref evMelee);
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var evAppearance = new ItemToggleAppearanceUpdateEvent(activated);
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RaiseLocalEvent(uid, ref evAppearance);
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var evLight = new ItemToggleLightUpdateEvent(activated);
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RaiseLocalEvent(uid, ref evLight);
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var evReflect = new ItemToggleReflectUpdateEvent(activated);
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RaiseLocalEvent(uid, ref evReflect);
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}
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/// <summary>
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/// Used for items that require to be wielded in both hands to activate. For instance the dual energy sword will turn off if not wielded.
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/// </summary>
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@@ -219,30 +225,10 @@ public abstract class SharedItemToggleSystem : EntitySystem
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args.IsHot = IsActivated(uid);
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}
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/// <summary>
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/// Used to update item appearance.
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/// </summary>
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private void UpdateAppearance(EntityUid uid, AppearanceComponent appearance, ref ItemToggleAppearanceUpdateEvent args)
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{
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_appearance.SetData(uid, ToggleableLightVisuals.Enabled, args.Activated, appearance);
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_appearance.SetData(uid, ToggleVisuals.Toggled, args.Activated, appearance);
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}
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/// <summary>
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/// Used to update light settings.
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/// </summary>
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private void UpdateLight(EntityUid uid, ItemToggleComponent comp, ref ItemToggleLightUpdateEvent args)
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{
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if (!_light.TryGetLight(uid, out var light))
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return;
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_light.SetEnabled(uid, args.Activated, light);
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}
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/// <summary>
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/// Used to update the looping active sound linked to the entity.
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/// </summary>
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private void UpdateActiveSound(EntityUid uid, ItemToggleActiveSoundComponent activeSound, ref ItemToggleActiveSoundUpdateEvent args)
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private void UpdateActiveSound(EntityUid uid, ItemToggleActiveSoundComponent activeSound, ref ItemToggledEvent args)
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{
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if (args.Activated)
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{
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@@ -259,35 +245,4 @@ public abstract class SharedItemToggleSystem : EntitySystem
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activeSound.PlayingStream = _audio.Stop(activeSound.PlayingStream);
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}
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}
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/// <summary>
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/// Used to play a toggle sound.
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/// </summary>
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private void PlayToggleSound(EntityUid uid, ItemToggleComponent itemToggle, ref ItemTogglePlayToggleSoundEvent args)
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{
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SoundSpecifier? soundToPlay;
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if (args.Activated)
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soundToPlay = itemToggle.SoundActivate;
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else
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soundToPlay = itemToggle.SoundDeactivate;
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if (soundToPlay == null)
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return;
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if (args.Predicted)
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_audio.PlayPredicted(soundToPlay, uid, args.User);
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else
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_audio.PlayPvs(soundToPlay, uid);
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}
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/// <summary>
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/// Used to play a failure to toggle sound.
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/// </summary>
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private void PlayFailToggleSound(EntityUid uid, ItemToggleComponent itemToggle, ref ItemTogglePlayFailSoundEvent args)
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{
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if (args.Predicted)
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_audio.PlayPredicted(itemToggle.SoundFailToActivate, uid, args.User);
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else
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_audio.PlayPvs(itemToggle.SoundFailToActivate, uid);
|
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}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user