Add-d-ds s-s-stut-ttering t-to the g-gam-me (#4901)
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@@ -0,0 +1,15 @@
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using System;
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using Content.Shared.Alert;
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using Content.Shared.StatusEffect;
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using Robust.Shared.GameObjects;
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namespace Content.Shared.Speech.EntitySystems
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{
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public abstract class SharedStutteringSystem : EntitySystem
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{
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// For code in shared... I imagine we ain't getting accent prediction anytime soon so let's not bother.
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public virtual void DoStutter(EntityUid uid, TimeSpan time, StatusEffectsComponent? status = null, SharedAlertsComponent? alerts = null)
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{
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}
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}
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}
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@@ -213,9 +213,11 @@ namespace Content.Shared.StatusEffect
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Resolve(uid, ref alerts, false);
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var state = status.ActiveEffects[key];
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if (state.RelevantComponent != null)
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// There are cases where a status effect component might be server-only, so TryGetRegistration...
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if (state.RelevantComponent != null && _componentFactory.TryGetRegistration(state.RelevantComponent, out var registration))
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{
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var type = _componentFactory.GetRegistration(state.RelevantComponent).Type;
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var type = registration.Type;
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// Make sure the component is actually there first.
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// Maybe a badmin badminned the component away,
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