NPC wake / sleep cleanup (#5679)
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@@ -300,12 +300,13 @@ namespace Content.Shared.CCVar
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CVarDef.Create("hud.fps_counter_visible", false, CVar.CLIENTONLY | CVar.ARCHIVE);
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/*
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* AI
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* NPCs
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*/
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public static readonly CVarDef<int> AIMaxUpdates =
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CVarDef.Create("ai.maxupdates", 64);
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public static readonly CVarDef<int> NPCMaxUpdates =
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CVarDef.Create("npc.max_updates", 64);
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public static readonly CVarDef<bool> NPCEnabled = CVarDef.Create("npc.enabled", true);
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/*
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* Net
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@@ -311,11 +311,8 @@ namespace Content.Shared.MobState.Components
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state.EnterState(OwnerUid, Owner.EntityManager);
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state.UpdateState(OwnerUid, threshold, Owner.EntityManager);
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var message = new MobStateChangedMessage(this, old, state);
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#pragma warning disable 618
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SendMessage(message);
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#pragma warning restore 618
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Owner.EntityManager.EventBus.RaiseEvent(EventSource.Local, message);
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var message = new MobStateChangedEvent(this, old, state);
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Owner.EntityManager.EventBus.RaiseLocalEvent(OwnerUid, message);
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Dirty();
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}
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@@ -4,11 +4,9 @@ using Robust.Shared.GameObjects;
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namespace Content.Shared.MobState
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{
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#pragma warning disable 618
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public class MobStateChangedMessage : ComponentMessage
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#pragma warning restore 618
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public class MobStateChangedEvent : EntityEventArgs
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{
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public MobStateChangedMessage(
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public MobStateChangedEvent(
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MobStateComponent component,
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IMobState? oldMobState,
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IMobState currentMobState)
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