Need to merge this
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@@ -1,4 +1,5 @@
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using Content.Client.UserInterface;
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using System;
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using Content.Client.UserInterface;
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using Content.Shared.GameObjects.Components.Mobs;
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using Robust.Client.GameObjects;
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using Robust.Client.Player;
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@@ -6,7 +7,6 @@ using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Network;
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using Robust.Shared.IoC;
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using Robust.Shared.ViewVariables;
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namespace Content.Client.GameObjects.Components.Mobs
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{
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@@ -15,29 +15,25 @@ namespace Content.Client.GameObjects.Components.Mobs
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{
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#pragma warning disable 649
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[Dependency] private readonly IPlayerManager _playerManager;
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#pragma warning restore 649
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[ViewVariables(VVAccess.ReadWrite)]
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public bool IsInCombatMode { get; private set; }
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[ViewVariables(VVAccess.ReadWrite)]
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public TargetingZone ActiveZone { get; private set; }
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#pragma warning disable 649
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[Dependency] private readonly IGameHud _gameHud;
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#pragma warning restore 649
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public override void HandleComponentState(ComponentState curState, ComponentState nextState)
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public override bool IsInCombatMode
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{
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base.HandleComponentState(curState, nextState);
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if (!(curState is CombatModeComponentState state))
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return;
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IsInCombatMode = state.IsInCombatMode;
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ActiveZone = state.TargetingZone;
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if (Owner == _playerManager.LocalPlayer.ControlledEntity)
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get => base.IsInCombatMode;
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set
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{
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base.IsInCombatMode = value;
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UpdateHud();
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}
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}
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public override TargetingZone ActiveZone
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{
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get => base.ActiveZone;
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set
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{
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base.ActiveZone = value;
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UpdateHud();
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}
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}
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@@ -61,6 +57,11 @@ namespace Content.Client.GameObjects.Components.Mobs
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private void UpdateHud()
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{
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if (Owner != _playerManager.LocalPlayer.ControlledEntity)
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{
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return;
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}
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_gameHud.CombatModeActive = IsInCombatMode;
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_gameHud.TargetingZone = ActiveZone;
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}
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@@ -2,15 +2,16 @@ using Content.Client.GameObjects.Components.Mobs;
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using Content.Client.UserInterface;
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using Content.Client.Utility;
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using Content.Shared.GameObjects.Components.Mobs;
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using Content.Shared.GameObjects.EntitySystemMessages;
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using Content.Shared.GameObjects.EntitySystems;
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using Content.Shared.Input;
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using JetBrains.Annotations;
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using Robust.Client.GameObjects;
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using Robust.Client.GameObjects.EntitySystems;
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using Robust.Client.Graphics.Drawing;
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using Robust.Client.Graphics.Overlays;
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using Robust.Client.Interfaces.Graphics.Overlays;
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using Robust.Client.Interfaces.Input;
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using Robust.Client.Player;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Input;
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using Robust.Shared.IoC;
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using Robust.Shared.Maths;
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@@ -19,7 +20,8 @@ using static Content.Client.StaticIoC;
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namespace Content.Client.GameObjects.EntitySystems
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{
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public sealed class CombatModeSystem : EntitySystem
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[UsedImplicitly]
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public sealed class CombatModeSystem : SharedCombatModeSystem
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{
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private const float AttackTimeThreshold = 0.15f;
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@@ -44,10 +46,24 @@ namespace Content.Client.GameObjects.EntitySystems
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_inputSystem = EntitySystemManager.GetEntitySystem<InputSystem>();
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_inputSystem.BindMap.BindFunction(ContentKeyFunctions.UseOrAttack, new InputHandler(this));
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_inputSystem.BindMap.BindFunction(ContentKeyFunctions.ToggleCombatMode,
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InputCmdHandler.FromDelegate(CombatModeToggled, handle: false));
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_overlayManager.AddOverlay(new CombatModeOverlay(this));
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}
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private void CombatModeToggled(ICommonSession session)
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{
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var player = IoCManager.Resolve<IPlayerManager>().LocalPlayer;
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if (player.ControlledEntity == null ||
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!player.ControlledEntity.TryGetComponent(out CombatModeComponent combatModeComponent))
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{
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return;
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}
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combatModeComponent.IsInCombatMode = !combatModeComponent.IsInCombatMode;
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}
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public override void Shutdown()
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{
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base.Shutdown();
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@@ -68,12 +84,12 @@ namespace Content.Client.GameObjects.EntitySystems
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private void OnTargetingZoneChanged(TargetingZone obj)
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{
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RaiseNetworkEvent(new CombatModeSystemMessages.SetTargetZoneMessage(obj));
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EntityManager.RaisePredictiveEvent(new SetTargetZoneMessage(obj));
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}
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private void OnCombatModeChanged(bool obj)
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{
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RaiseNetworkEvent(new CombatModeSystemMessages.SetCombatModeActiveMessage(obj));
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EntityManager.RaisePredictiveEvent(new SetCombatModeActiveMessage(obj));
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// Just in case.
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UseOrAttackIsDown = false;
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