Misc state handling changes (#9265)
* misc state handling changes * ambient dirtying
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@@ -131,10 +131,6 @@ namespace Content.Client.Actions
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private void HandleState(EntityUid uid, ActionsComponent component, ref ComponentHandleState args)
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{
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// Client only needs to care about local player.
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if (uid != _playerManager.LocalPlayer?.ControlledEntity)
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return;
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if (args.Current is not ActionsComponentState state)
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return;
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@@ -207,14 +203,14 @@ namespace Content.Client.Actions
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public override void AddAction(EntityUid uid, ActionType action, EntityUid? provider, ActionsComponent? comp = null, bool dirty = true)
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{
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if (uid != _playerManager.LocalPlayer?.ControlledEntity)
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return;
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if (!Resolve(uid, ref comp, false))
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return;
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base.AddAction(uid, action, provider, comp, dirty);
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UIDirty = true;
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if (uid == _playerManager.LocalPlayer?.ControlledEntity)
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UIDirty = true;
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}
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public override void RemoveActions(EntityUid uid, IEnumerable<ActionType> actions, ActionsComponent? comp = null, bool dirty = true)
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@@ -99,10 +99,8 @@ namespace Content.Client.Audio
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if(_playMan.LocalPlayer is null || _playMan.LocalPlayer.ControlledEntity != message.Entity ||
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!_timing.IsFirstTimePredicted) return;
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if (!TryComp<TransformComponent>(message.Entity, out var xform)) return;
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// Check if we traversed to grid.
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if (_mapManager.TryGetGrid(xform.GridUid, out var grid))
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if (message.Transform.GridUid != null)
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{
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if (_currentCollection == _stationAmbience) return;
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ChangeAmbience(_stationAmbience);
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