ECSatize AlertsSystem (#5559)
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@@ -1,6 +1,4 @@
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using System;
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using System.Collections.Generic;
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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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using Robust.Shared.GameStates;
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@@ -58,10 +56,8 @@ namespace Content.Shared.Jittering
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/// <param name="frequency">Frequency for jittering. See <see cref="MaxFrequency"/> and <see cref="MinFrequency"/>.</param>
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/// <param name="forceValueChange">Whether to change any existing jitter value even if they're greater than the ones we're setting.</param>
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/// <param name="status">The status effects component to modify.</param>
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/// <param name="alerts">The alerts component.</param>
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public void DoJitter(EntityUid uid, TimeSpan time, bool refresh, float amplitude = 10f, float frequency = 4f, bool forceValueChange = false,
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StatusEffectsComponent? status = null,
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SharedAlertsComponent? alerts = null)
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StatusEffectsComponent? status = null)
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{
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if (!Resolve(uid, ref status, false))
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return;
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@@ -69,7 +65,7 @@ namespace Content.Shared.Jittering
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amplitude = Math.Clamp(amplitude, MinAmplitude, MaxAmplitude);
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frequency = Math.Clamp(frequency, MinFrequency, MaxFrequency);
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if (StatusEffects.TryAddStatusEffect<JitteringComponent>(uid, "Jitter", time, refresh, status, alerts))
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if (StatusEffects.TryAddStatusEffect<JitteringComponent>(uid, "Jitter", time, refresh, status))
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{
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var jittering = EntityManager.GetComponent<JitteringComponent>(uid);
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