Fix slippery items not being slippery (#1948)
* Fix slippery items not being slippery * Fix slippery not being slippery part 2 redux electric boogaloo * You got a license for that hard collidable?
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@@ -63,7 +63,7 @@ namespace Content.Server.GameObjects.Components.Fluids
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get => _slipThreshold;
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set => _slipThreshold = value;
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}
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private bool _slippery = false;
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private float _evaporateTime;
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private string _spillSound;
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@@ -97,6 +97,8 @@ namespace Content.Server.GameObjects.Components.Fluids
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// Whether the underlying solution color should be used
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private bool _recolor;
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private bool Slippery => Owner.TryGetComponent(out SlipperyComponent slippery) && slippery.Slippery;
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/// <inheritdoc />
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public override void ExposeData(ObjectSerializer serializer)
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{
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@@ -107,7 +109,6 @@ namespace Content.Server.GameObjects.Components.Fluids
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serializer.DataField(ref _evaporateThreshold, "evaporate_threshold", ReagentUnit.New(20));
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serializer.DataField(ref _spriteVariants, "variants", 1);
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serializer.DataField(ref _recolor, "recolor", false);
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}
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public override void Initialize()
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@@ -155,7 +156,7 @@ namespace Content.Server.GameObjects.Components.Fluids
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void IExamine.Examine(FormattedMessage message, bool inDetailsRange)
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{
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if(_slippery)
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if(Slippery)
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{
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message.AddText(Loc.GetString("It looks slippery."));
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}
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@@ -246,15 +247,15 @@ namespace Content.Server.GameObjects.Components.Fluids
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private void UpdateSlip()
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{
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if ((_slipThreshold == ReagentUnit.New(-1) || CurrentVolume < _slipThreshold) && Owner.TryGetComponent(out SlipperyComponent existingSlipperyComponent))
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if ((_slipThreshold == ReagentUnit.New(-1) || CurrentVolume < _slipThreshold) &&
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Owner.TryGetComponent(out SlipperyComponent oldSlippery))
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{
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Owner.RemoveComponent<SlipperyComponent>();
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_slippery = false;
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oldSlippery.Slippery = false;
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}
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else if (CurrentVolume >= _slipThreshold && !Owner.TryGetComponent(out SlipperyComponent newSlipperyComponent))
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else if (CurrentVolume >= _slipThreshold)
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{
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Owner.AddComponent<SlipperyComponent>();
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_slippery = true;
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var newSlippery = Owner.EnsureComponent<SlipperyComponent>();
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newSlippery.Slippery = true;
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}
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}
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