ну чето вроде пофиксилось
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@@ -1,4 +1,4 @@
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using System.Linq;
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using System.Linq;
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using Content.Shared.Eye;
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using Content.Shared.Movement.Systems;
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using Content.Shared.Physics;
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@@ -16,13 +16,13 @@ public sealed class IncorporealSystem : EntitySystem
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[Dependency] private readonly SharedPhysicsSystem _physics = default!;
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[Dependency] private readonly VisibilitySystem _visibilitySystem = default!;
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[Dependency] private readonly SharedStealthSystem _stealth = default!;
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[Dependency] private readonly TransformSystem _transform = default!;
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public override void Initialize()
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{
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SubscribeLocalEvent<IncorporealComponent, ComponentStartup>(OnComponentInit);
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SubscribeLocalEvent<IncorporealComponent, ComponentShutdown>(OnComponentRemoved);
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SubscribeLocalEvent<IncorporealComponent, RefreshMovementSpeedModifiersEvent>(OnRefresh);
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}
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private void OnComponentInit(EntityUid uid, IncorporealComponent component, ComponentStartup args)
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@@ -37,8 +37,8 @@ public sealed class IncorporealSystem : EntitySystem
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if (TryComp<VisibilityComponent>(uid, out var visibility))
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{
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_visibilitySystem.AddLayer(uid, visibility, (int) VisibilityFlags.Ghost, false);
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_visibilitySystem.RemoveLayer(uid, visibility, (int) VisibilityFlags.Normal, false);
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_visibilitySystem.AddLayer((uid, visibility), (int) VisibilityFlags.Ghost, false);
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_visibilitySystem.RemoveLayer((uid, visibility), (int) VisibilityFlags.Normal, false);
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_visibilitySystem.RefreshVisibility(uid);
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}
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@@ -60,14 +60,13 @@ public sealed class IncorporealSystem : EntitySystem
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if (TryComp<VisibilityComponent>(uid, out var visibility))
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{
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_visibilitySystem.RemoveLayer(uid, visibility, (int) VisibilityFlags.Ghost, false);
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_visibilitySystem.AddLayer(uid, visibility, (int) VisibilityFlags.Normal, false);
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_visibilitySystem.RemoveLayer((uid, visibility), (int) VisibilityFlags.Ghost, false);
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_visibilitySystem.AddLayer((uid, visibility), (int) VisibilityFlags.Normal, false);
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_visibilitySystem.RefreshVisibility(uid);
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}
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component.MovementSpeedBuff = 1;
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Spawn("EffectEmpPulse", Transform(uid).Coordinates);
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Spawn("EffectEmpPulse", _transform.GetMapCoordinates(uid));
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_stealth.SetVisibility(uid, 1);
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RemComp<StealthComponent>(uid);
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_movement.RefreshMovementSpeedModifiers(uid);
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