перенос общих файлов из папки White в _White
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70
Content.Shared/_White/Crossbow/PenetratedSystem.cs
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70
Content.Shared/_White/Crossbow/PenetratedSystem.cs
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using Content.Shared.Interaction;
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using Content.Shared.Movement.Events;
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using Content.Shared.Projectiles;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Physics.Systems;
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namespace Content.Shared._White.Crossbow;
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public sealed class PenetratedSystem : EntitySystem
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{
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[Dependency] private readonly SharedPhysicsSystem _physics = default!;
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[Dependency] private readonly SharedTransformSystem _transform = default!;
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[Dependency] private readonly SharedProjectileSystem _projectile = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<PenetratedComponent, MoveInputEvent>(OnMoveInput);
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SubscribeLocalEvent<PenetratedComponent, InteractHandEvent>(OnInteract);
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}
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private bool AttemptEmbedRemove(EntityUid uid, EntityUid user, PenetratedComponent component)
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{
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if (component is {ProjectileUid: not null, IsPinned: true})
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{
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if (!_projectile.AttemptEmbedRemove(component.ProjectileUid.Value, user))
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FreePenetrated(uid, component);
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else
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return true;
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}
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else if (component.ProjectileUid == null && TryComp(uid, out PhysicsComponent? physics) &&
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physics.BodyType == BodyType.Static)
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{
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FreePenetrated(uid, component, physics);
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}
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return false;
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}
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private void OnInteract(EntityUid uid, PenetratedComponent component, InteractHandEvent args)
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{
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if (AttemptEmbedRemove(uid, args.User, component))
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args.Handled = true;
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}
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private void OnMoveInput(EntityUid uid, PenetratedComponent component, ref MoveInputEvent args)
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{
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AttemptEmbedRemove(uid, uid, component);
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}
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public void FreePenetrated(EntityUid uid, PenetratedComponent? penetrated = null, PhysicsComponent? physics = null)
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{
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var xform = Transform(uid);
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_transform.AttachToGridOrMap(uid, xform);
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if (Resolve(uid, ref physics, false))
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{
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_physics.SetBodyType(uid, BodyType.KinematicController, body: physics, xform: xform);
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_physics.WakeBody(uid, body: physics);
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}
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if (!Resolve(uid, ref penetrated, false))
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return;
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penetrated.ProjectileUid = null;
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penetrated.IsPinned = false;
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Dirty(uid, penetrated);
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}
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}
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