Update content for pause event changes (#12970)
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@@ -20,23 +20,23 @@ public sealed class UseDelaySystem : EntitySystem
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SubscribeLocalEvent<UseDelayComponent, ComponentHandleState>(OnHandleState);
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SubscribeLocalEvent<UseDelayComponent, EntityPausedEvent>(OnPaused);
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SubscribeLocalEvent<UseDelayComponent, EntityUnpausedEvent>(OnUnpaused);
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}
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private void OnPaused(EntityUid uid, UseDelayComponent component, EntityPausedEvent args)
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private void OnPaused(EntityUid uid, UseDelayComponent component, ref EntityPausedEvent args)
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{
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if (args.Paused)
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{
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// This entity just got paused, but wasn't before
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if (component.DelayEndTime != null)
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component.RemainingDelay = _gameTiming.CurTime - component.DelayEndTime;
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// This entity just got paused, but wasn't before
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if (component.DelayEndTime != null)
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component.RemainingDelay = _gameTiming.CurTime - component.DelayEndTime;
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_activeDelays.Remove(component);
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}
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else if (component.RemainingDelay == null)
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{
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// Got unpaused, but had no active delay
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_activeDelays.Remove(component);
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Dirty(component);
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}
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private void OnUnpaused(EntityUid uid, UseDelayComponent component, ref EntityUnpausedEvent args)
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{
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if (component.RemainingDelay == null)
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return;
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}
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// We got unpaused, resume the delay/cooldown. Currently this takes for granted that ItemCooldownComponent
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// handles the pausing on its own. I'm not even gonna check, because I CBF fixing it if it doesn't.
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