Refactor standing to be ECS (#4142)
* Refactor standing to be ECS E C S B A B Y * DONE * FIX IT FIX IT FIX IT * IsDown event * Change to methods * Fixes * Address some reviews * Last of the Mohicans * Final fixes * Fix tests
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@@ -1,42 +0,0 @@
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using Content.Shared.Rotation;
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using Content.Shared.Standing;
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using Robust.Client.GameObjects;
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using Robust.Shared.GameObjects;
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namespace Content.Client.Standing
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{
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public class StandingStateSystem : SharedStandingStateSystem
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{
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protected override bool OnDown(IEntity entity, bool playSound = true, bool dropItems = true, bool force = false)
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{
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if (!entity.TryGetComponent(out AppearanceComponent? appearance))
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{
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return false;
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}
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var newState = RotationState.Horizontal;
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appearance.TryGetData<RotationState>(RotationVisuals.RotationState, out var oldState);
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if (newState != oldState)
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{
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appearance.SetData(RotationVisuals.RotationState, newState);
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}
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return true;
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}
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protected override bool OnStand(IEntity entity)
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{
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if (!entity.TryGetComponent(out AppearanceComponent? appearance)) return false;
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appearance.TryGetData<RotationState>(RotationVisuals.RotationState, out var oldState);
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var newState = RotationState.Vertical;
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if (newState == oldState) return false;
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appearance.SetData(RotationVisuals.RotationState, newState);
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return true;
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}
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}
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}
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