Blindness refactor (#15705)
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
This commit is contained in:
93
Content.Shared/Eye/Blinding/Systems/BlindableSystem.cs
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93
Content.Shared/Eye/Blinding/Systems/BlindableSystem.cs
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using Content.Shared.Eye.Blinding.Components;
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using Content.Shared.Inventory;
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using Content.Shared.Rejuvenate;
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using JetBrains.Annotations;
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namespace Content.Shared.Eye.Blinding.Systems;
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public sealed class BlindableSystem : EntitySystem
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{
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<BlindableComponent, RejuvenateEvent>(OnRejuvenate);
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}
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private void OnRejuvenate(EntityUid uid, BlindableComponent component, RejuvenateEvent args)
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{
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AdjustEyeDamage(uid, -component.EyeDamage, component);
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}
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[PublicAPI]
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public void UpdateIsBlind(EntityUid uid, BlindableComponent? blindable = null)
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{
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if (!Resolve(uid, ref blindable, false))
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return;
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var old = blindable.IsBlind;
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// Don't bother raising an event if the eye is too damaged.
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if (blindable.EyeDamage >= BlindableComponent.MaxDamage)
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{
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blindable.IsBlind = true;
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}
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else
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{
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var ev = new CanSeeAttemptEvent();
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RaiseLocalEvent(uid, ev);
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blindable.IsBlind = ev.Blind;
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}
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if (old == blindable.IsBlind)
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return;
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var changeEv = new BlindnessChangedEvent(blindable.IsBlind);
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RaiseLocalEvent(uid, ref changeEv);
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Dirty(blindable);
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}
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public void AdjustEyeDamage(EntityUid uid, int amount, BlindableComponent? blindable = null)
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{
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if (!Resolve(uid, ref blindable, false) || amount == 0)
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return;
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blindable.EyeDamage += amount;
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blindable.EyeDamage = Math.Clamp(blindable.EyeDamage, 0, BlindableComponent.MaxDamage);
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Dirty(blindable);
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UpdateIsBlind(uid, blindable);
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var ev = new EyeDamageChangedEvent(blindable.EyeDamage);
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RaiseLocalEvent(uid, ref ev);
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}
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}
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/// <summary>
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/// This event is raised when an entity's blindness changes
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/// </summary>
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[ByRefEvent]
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public record struct BlindnessChangedEvent(bool Blind);
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/// <summary>
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/// This event is raised when an entity's eye damage changes
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/// </summary>
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[ByRefEvent]
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public record struct EyeDamageChangedEvent(int Damage);
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/// <summary>
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/// Raised directed at an entity to see whether the entity is currently blind or not.
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/// </summary>
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public sealed class CanSeeAttemptEvent : CancellableEntityEventArgs, IInventoryRelayEvent
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{
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public bool Blind => Cancelled;
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public SlotFlags TargetSlots => SlotFlags.EYES | SlotFlags.MASK | SlotFlags.HEAD;
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}
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public sealed class GetEyeProtectionEvent : EntityEventArgs, IInventoryRelayEvent
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{
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/// <summary>
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/// Time to subtract from any temporary blindness sources.
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/// </summary>
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public TimeSpan Protection;
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public SlotFlags TargetSlots => SlotFlags.EYES | SlotFlags.MASK | SlotFlags.HEAD;
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}
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34
Content.Shared/Eye/Blinding/Systems/BlindfoldSystem.cs
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34
Content.Shared/Eye/Blinding/Systems/BlindfoldSystem.cs
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using Content.Shared.Eye.Blinding.Components;
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using Content.Shared.Inventory.Events;
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using Content.Shared.Inventory;
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namespace Content.Shared.Eye.Blinding.Systems;
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public sealed class BlindfoldSystem : EntitySystem
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{
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[Dependency] private readonly BlindableSystem _blindableSystem = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<BlindfoldComponent, GotEquippedEvent>(OnEquipped);
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SubscribeLocalEvent<BlindfoldComponent, GotUnequippedEvent>(OnUnequipped);
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SubscribeLocalEvent<BlindfoldComponent, InventoryRelayedEvent<CanSeeAttemptEvent>>(OnBlindfoldTrySee);
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}
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private void OnBlindfoldTrySee(EntityUid uid, BlindfoldComponent component, InventoryRelayedEvent<CanSeeAttemptEvent> args)
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{
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args.Args.Cancel();
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}
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private void OnEquipped(EntityUid uid, BlindfoldComponent component, GotEquippedEvent args)
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{
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_blindableSystem.UpdateIsBlind(args.Equipee);
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}
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private void OnUnequipped(EntityUid uid, BlindfoldComponent component, GotUnequippedEvent args)
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{
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_blindableSystem.UpdateIsBlind(args.Equipee);
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}
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}
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72
Content.Shared/Eye/Blinding/Systems/BlurryVisionSystem.cs
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72
Content.Shared/Eye/Blinding/Systems/BlurryVisionSystem.cs
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using Content.Shared.Eye.Blinding.Components;
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using Content.Shared.Inventory.Events;
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using Content.Shared.Inventory;
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namespace Content.Shared.Eye.Blinding.Systems;
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public sealed class BlurryVisionSystem : EntitySystem
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{
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<BlindableComponent, EyeDamageChangedEvent>(OnDamageChanged);
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SubscribeLocalEvent<VisionCorrectionComponent, GotEquippedEvent>(OnGlassesEquipped);
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SubscribeLocalEvent<VisionCorrectionComponent, GotUnequippedEvent>(OnGlassesUnequipped);
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SubscribeLocalEvent<VisionCorrectionComponent, InventoryRelayedEvent<GetBlurEvent>>(OnGetBlur);
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}
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private void OnGetBlur(EntityUid uid, VisionCorrectionComponent component, InventoryRelayedEvent<GetBlurEvent> args)
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{
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args.Args.Blur += component.VisionBonus;
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}
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private void OnDamageChanged(EntityUid uid, BlindableComponent component, ref EyeDamageChangedEvent args)
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{
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UpdateBlurMagnitude(uid, component);
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}
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private void UpdateBlurMagnitude(EntityUid uid, BlindableComponent? component = null)
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{
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if (!Resolve(uid, ref component, false))
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return;
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var ev = new GetBlurEvent(component.EyeDamage);
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RaiseLocalEvent(uid, ev);
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var blur = Math.Clamp(0, ev.Blur, BlurryVisionComponent.MaxMagnitude);
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if (blur <= 0)
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{
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RemCompDeferred<BlurryVisionComponent>(uid);
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return;
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}
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var blurry = EnsureComp<BlurryVisionComponent>(uid);
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blurry.Magnitude = blur;
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Dirty(blurry);
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}
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private void OnGlassesEquipped(EntityUid uid, VisionCorrectionComponent component, GotEquippedEvent args)
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{
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UpdateBlurMagnitude(uid);
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}
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private void OnGlassesUnequipped(EntityUid uid, VisionCorrectionComponent component, GotUnequippedEvent args)
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{
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UpdateBlurMagnitude(uid);
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}
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}
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public sealed class GetBlurEvent : EntityEventArgs, IInventoryRelayEvent
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{
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public readonly float BaseBlur;
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public float Blur;
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public GetBlurEvent(float blur)
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{
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Blur = blur;
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BaseBlur = blur;
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}
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public SlotFlags TargetSlots => SlotFlags.HEAD | SlotFlags.MASK | SlotFlags.EYES;
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}
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@@ -0,0 +1,35 @@
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using Content.Shared.Eye.Blinding.Components;
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namespace Content.Shared.Eye.Blinding.Systems;
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public sealed class TemporaryBlindnessSystem : EntitySystem
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{
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public const string BlindingStatusEffect = "TemporaryBlindness";
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[Dependency] private readonly BlindableSystem _blindableSystem = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<TemporaryBlindnessComponent, ComponentStartup>(OnStartup);
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SubscribeLocalEvent<TemporaryBlindnessComponent, ComponentShutdown>(OnShutdown);
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SubscribeLocalEvent<TemporaryBlindnessComponent, CanSeeAttemptEvent>(OnBlindTrySee);
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}
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private void OnStartup(EntityUid uid, TemporaryBlindnessComponent component, ComponentStartup args)
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{
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_blindableSystem.UpdateIsBlind(uid);
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}
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private void OnShutdown(EntityUid uid, TemporaryBlindnessComponent component, ComponentShutdown args)
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{
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_blindableSystem.UpdateIsBlind(uid);
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}
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private void OnBlindTrySee(EntityUid uid, TemporaryBlindnessComponent component, CanSeeAttemptEvent args)
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{
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if (component.LifeStage <= ComponentLifeStage.Running)
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args.Cancel();
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}
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}
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