Refactors stunnable to be ECS. (#4819)
Also cleans up StandingStatesystem.
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@@ -10,6 +10,7 @@ using Content.Shared.Audio;
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using Content.Shared.Examine;
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using Content.Shared.Interaction;
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using Content.Shared.Popups;
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using Content.Shared.Stunnable;
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using Content.Shared.Throwing;
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using Robust.Server.GameObjects;
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using Robust.Shared.Audio;
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@@ -23,6 +24,7 @@ namespace Content.Server.Stunnable
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{
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public class StunbatonSystem : EntitySystem
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{
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[Dependency] private readonly StunSystem _stunSystem = default!;
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[Dependency] private readonly IRobustRandom _robustRandom = default!;
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public override void Initialize()
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@@ -119,20 +121,22 @@ namespace Content.Server.Stunnable
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{
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if (!entity.TryGetComponent(out StunnableComponent? stunnable) || !comp.Activated) return;
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// TODO: Make slowdown inflicted customizable.
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SoundSystem.Play(Filter.Pvs(comp.Owner), comp.StunSound.GetSound(), comp.Owner, AudioHelpers.WithVariation(0.25f));
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if (!stunnable.SlowedDown)
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{
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if (_robustRandom.Prob(comp.ParalyzeChanceNoSlowdown))
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stunnable.Paralyze(comp.ParalyzeTime);
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_stunSystem.Paralyze(entity.Uid, TimeSpan.FromSeconds(comp.ParalyzeTime), stunnable);
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else
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stunnable.Slowdown(comp.SlowdownTime);
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_stunSystem.Slowdown(entity.Uid, TimeSpan.FromSeconds(comp.SlowdownTime), 0.5f, 0.5f, stunnable);
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}
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else
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{
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if (_robustRandom.Prob(comp.ParalyzeChanceWithSlowdown))
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stunnable.Paralyze(comp.ParalyzeTime);
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_stunSystem.Paralyze(entity.Uid, TimeSpan.FromSeconds(comp.ParalyzeTime), stunnable);
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else
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stunnable.Slowdown(comp.SlowdownTime);
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_stunSystem.Slowdown(entity.Uid, TimeSpan.FromSeconds(comp.SlowdownTime), 0.5f, 0.5f, stunnable);
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}
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