Deprecate a bunch of IActionBlocker (#4852)
* Deprecate IActionBlocker ChangeDirectionAttempt * Woops * Throw and interact * Deperacte speech * ActionBlocker in fucking shambles * CanEmote go byebye * CanAttack is GONE * IActionBlocker finally ded * DRY
This commit is contained in:
@@ -2,7 +2,6 @@ using System;
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using System.Collections.Generic;
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using System.Diagnostics.CodeAnalysis;
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using System.Linq;
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using Content.Shared.ActionBlocker;
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using Content.Shared.Alert;
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using Content.Shared.Damage;
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using Content.Shared.MobState.State;
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@@ -24,7 +23,7 @@ namespace Content.Shared.MobState.Components
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[RegisterComponent]
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[ComponentReference(typeof(IMobStateComponent))]
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[NetworkedComponent()]
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public class MobStateComponent : Component, IMobStateComponent, IActionBlocker
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public class MobStateComponent : Component, IMobStateComponent
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{
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public override string Name => "MobState";
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@@ -318,56 +317,6 @@ namespace Content.Shared.MobState.Components
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Dirty();
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}
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bool IActionBlocker.CanInteract()
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{
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return CurrentState?.CanInteract() ?? true;
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}
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bool IActionBlocker.CanUse()
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{
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return CurrentState?.CanUse() ?? true;
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}
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bool IActionBlocker.CanThrow()
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{
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return CurrentState?.CanThrow() ?? true;
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}
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bool IActionBlocker.CanSpeak()
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{
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return CurrentState?.CanSpeak() ?? true;
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}
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bool IActionBlocker.CanDrop()
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{
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return CurrentState?.CanDrop() ?? true;
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}
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bool IActionBlocker.CanPickup()
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{
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return CurrentState?.CanPickup() ?? true;
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}
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bool IActionBlocker.CanEmote()
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{
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return CurrentState?.CanEmote() ?? true;
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}
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bool IActionBlocker.CanAttack()
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{
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return CurrentState?.CanAttack() ?? true;
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}
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bool IActionBlocker.CanEquip()
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{
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return CurrentState?.CanEquip() ?? true;
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}
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bool IActionBlocker.CanUnequip()
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{
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return CurrentState?.CanUnequip() ?? true;
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}
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}
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[Serializable, NetSerializable]
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@@ -1,10 +1,15 @@
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using Content.Shared.Damage;
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using Content.Shared.DragDrop;
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using Content.Shared.Interaction.Events;
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using Content.Shared.Inventory.Events;
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using Content.Shared.Item;
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using Content.Shared.MobState.Components;
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using Content.Shared.MobState.State;
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using Content.Shared.Movement;
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using Content.Shared.Pulling.Events;
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using Content.Shared.Speech;
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using Content.Shared.Standing;
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using Content.Shared.Throwing;
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using Robust.Shared.GameObjects;
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namespace Content.Shared.MobState.EntitySystems
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@@ -16,6 +21,15 @@ namespace Content.Shared.MobState.EntitySystems
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base.Initialize();
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SubscribeLocalEvent<MobStateComponent, ChangeDirectionAttemptEvent>(OnChangeDirectionAttempt);
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SubscribeLocalEvent<MobStateComponent, UseAttemptEvent>(OnUseAttempt);
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SubscribeLocalEvent<MobStateComponent, InteractionAttemptEvent>(OnInteractAttempt);
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SubscribeLocalEvent<MobStateComponent, ThrowAttemptEvent>(OnThrowAttempt);
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SubscribeLocalEvent<MobStateComponent, SpeakAttemptEvent>(OnSpeakAttempt);
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SubscribeLocalEvent<MobStateComponent, EquipAttemptEvent>(OnEquipAttempt);
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SubscribeLocalEvent<MobStateComponent, UnequipAttemptEvent>(OnUnequipAttempt);
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SubscribeLocalEvent<MobStateComponent, AttackAttemptEvent>(OnAttackAttempt);
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SubscribeLocalEvent<MobStateComponent, DropAttemptEvent>(OnDropAttempt);
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SubscribeLocalEvent<MobStateComponent, PickupAttemptEvent>(OnPickupAttempt);
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SubscribeLocalEvent<MobStateComponent, StartPullAttemptEvent>(OnStartPullAttempt);
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SubscribeLocalEvent<MobStateComponent, DamageChangedEvent>(UpdateState);
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SubscribeLocalEvent<MobStateComponent, MovementAttemptEvent>(OnMoveAttempt);
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@@ -23,7 +37,9 @@ namespace Content.Shared.MobState.EntitySystems
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// Note that there's no check for Down attempts because if a mob's in crit or dead, they can be downed...
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}
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private void OnChangeDirectionAttempt(EntityUid uid, MobStateComponent component, ChangeDirectionAttemptEvent args)
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#region ActionBlocker
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private void CheckAct(EntityUid uid, MobStateComponent component, CancellableEntityEventArgs args)
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{
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switch (component.CurrentState)
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{
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@@ -34,6 +50,58 @@ namespace Content.Shared.MobState.EntitySystems
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}
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}
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private void OnChangeDirectionAttempt(EntityUid uid, MobStateComponent component, ChangeDirectionAttemptEvent args)
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{
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CheckAct(uid, component, args);
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}
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private void OnUseAttempt(EntityUid uid, MobStateComponent component, UseAttemptEvent args)
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{
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CheckAct(uid, component, args);
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}
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private void OnInteractAttempt(EntityUid uid, MobStateComponent component, InteractionAttemptEvent args)
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{
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CheckAct(uid, component, args);
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}
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private void OnThrowAttempt(EntityUid uid, MobStateComponent component, ThrowAttemptEvent args)
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{
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CheckAct(uid, component, args);
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}
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private void OnSpeakAttempt(EntityUid uid, MobStateComponent component, SpeakAttemptEvent args)
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{
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CheckAct(uid, component, args);
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}
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private void OnEquipAttempt(EntityUid uid, MobStateComponent component, EquipAttemptEvent args)
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{
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CheckAct(uid, component, args);
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}
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private void OnUnequipAttempt(EntityUid uid, MobStateComponent component, UnequipAttemptEvent args)
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{
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CheckAct(uid, component, args);
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}
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private void OnAttackAttempt(EntityUid uid, MobStateComponent component, AttackAttemptEvent args)
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{
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CheckAct(uid, component, args);
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}
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private void OnDropAttempt(EntityUid uid, MobStateComponent component, DropAttemptEvent args)
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{
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CheckAct(uid, component, args);
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}
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private void OnPickupAttempt(EntityUid uid, MobStateComponent component, PickupAttemptEvent args)
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{
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CheckAct(uid, component, args);
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}
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#endregion
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private void OnStartPullAttempt(EntityUid uid, MobStateComponent component, StartPullAttemptEvent args)
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{
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if(component.IsIncapacitated())
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@@ -33,55 +33,5 @@ namespace Content.Shared.MobState.State
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public virtual void ExitState(IEntity entity) { }
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public virtual void UpdateState(IEntity entity, int threshold) { }
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public virtual bool CanInteract()
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{
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return true;
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}
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public virtual bool CanUse()
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{
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return true;
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}
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public virtual bool CanThrow()
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{
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return true;
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}
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public virtual bool CanSpeak()
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{
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return true;
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}
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public virtual bool CanDrop()
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{
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return true;
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}
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public virtual bool CanPickup()
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{
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return true;
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}
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public virtual bool CanEmote()
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{
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return true;
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}
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public virtual bool CanAttack()
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{
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return true;
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}
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public virtual bool CanEquip()
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{
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return true;
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}
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public virtual bool CanUnequip()
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{
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return true;
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}
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}
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}
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@@ -8,7 +8,7 @@ namespace Content.Shared.MobState.State
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/// (i.e. Normal, Critical, Dead) and what effects to apply upon entering or
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/// exiting the state.
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/// </summary>
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public interface IMobState : IActionBlocker
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public interface IMobState
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{
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bool IsAlive();
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@@ -1,5 +1,4 @@
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using Content.Shared.Alert;
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using Content.Shared.Hands;
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using Content.Shared.Standing;
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using Robust.Shared.GameObjects;
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@@ -35,55 +34,5 @@ namespace Content.Shared.MobState.State
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EntitySystem.Get<StandingStateSystem>().Stand(entity.Uid);
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}
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public override bool CanInteract()
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{
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return false;
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}
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public override bool CanUse()
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{
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return false;
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}
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public override bool CanThrow()
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{
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return false;
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}
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public override bool CanSpeak()
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{
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return false;
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}
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public override bool CanDrop()
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{
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return false;
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}
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public override bool CanPickup()
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{
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return false;
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}
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public override bool CanEmote()
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{
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return false;
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}
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public override bool CanAttack()
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{
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return false;
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}
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public override bool CanEquip()
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{
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return false;
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}
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public override bool CanUnequip()
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{
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return false;
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}
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}
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}
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@@ -43,65 +43,5 @@ namespace Content.Shared.MobState.State
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physics.CanCollide = true;
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}
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}
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public override bool CanInteract()
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{
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return false;
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}
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public override bool CanUse()
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{
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return false;
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}
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public override bool CanThrow()
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{
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return false;
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}
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public override bool CanSpeak()
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{
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return false;
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}
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public override bool CanDrop()
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{
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return false;
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}
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public override bool CanPickup()
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{
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return false;
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}
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public override bool CanEmote()
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{
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return false;
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}
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public override bool CanAttack()
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{
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return false;
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}
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public override bool CanEquip()
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{
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return false;
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}
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public override bool CanUnequip()
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{
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return false;
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}
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public bool CanShiver()
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{
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return false;
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}
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public bool CanSweat()
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{
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return false;
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}
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}
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}
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@@ -21,55 +21,5 @@ namespace Content.Shared.MobState.State
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appearance.SetData(DamageStateVisuals.State, DamageState.Alive);
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}
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}
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public override bool CanInteract()
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{
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return true;
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}
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public override bool CanUse()
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{
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return true;
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}
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public override bool CanThrow()
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{
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return true;
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}
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public override bool CanSpeak()
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{
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return true;
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}
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public override bool CanDrop()
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{
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return true;
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}
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public override bool CanPickup()
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{
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return true;
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}
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public override bool CanEmote()
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{
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return true;
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}
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public override bool CanAttack()
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{
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return true;
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}
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public override bool CanEquip()
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{
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return true;
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}
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public override bool CanUnequip()
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{
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return true;
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}
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}
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}
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