Fix texture crimes (#12900)
This commit is contained in:
@@ -1,9 +1,9 @@
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using Content.Client.Resources;
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using Content.Client.Resources;
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using Robust.Client.GameObjects;
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using Robust.Client.GameObjects;
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using Robust.Client.Graphics;
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using Robust.Client.Graphics;
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using Robust.Client.ResourceManagement;
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using Robust.Shared.Enums;
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using Robust.Shared.Enums;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Utility;
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namespace Content.Client.DoAfter;
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namespace Content.Client.DoAfter;
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@@ -17,11 +17,12 @@ public sealed class DoAfterOverlay : Overlay
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public override OverlaySpace Space => OverlaySpace.WorldSpaceBelowFOV;
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public override OverlaySpace Space => OverlaySpace.WorldSpaceBelowFOV;
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public DoAfterOverlay(IEntityManager entManager, IPrototypeManager protoManager, IResourceCache cache)
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public DoAfterOverlay(IEntityManager entManager, IPrototypeManager protoManager)
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{
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{
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_entManager = entManager;
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_entManager = entManager;
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_transform = _entManager.EntitySysManager.GetEntitySystem<SharedTransformSystem>();
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_transform = _entManager.EntitySysManager.GetEntitySystem<SharedTransformSystem>();
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_barTexture = cache.GetTexture("/Textures/Interface/Misc/progress_bar.rsi/icon.png");
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var sprite = new SpriteSpecifier.Rsi(new ResourcePath("/Textures/Interface/Misc/progress_bar.rsi"), "icon");
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_barTexture = _entManager.EntitySysManager.GetEntitySystem<SpriteSystem>().Frame0(sprite);
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_shader = protoManager.Index<ShaderPrototype>("unshaded").Instance();
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_shader = protoManager.Index<ShaderPrototype>("unshaded").Instance();
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}
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}
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@@ -2,7 +2,6 @@ using Content.Shared.DoAfter;
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using JetBrains.Annotations;
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using JetBrains.Annotations;
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using Robust.Client.Graphics;
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using Robust.Client.Graphics;
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using Robust.Client.Player;
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using Robust.Client.Player;
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using Robust.Client.ResourceManagement;
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using Robust.Shared.GameStates;
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using Robust.Shared.GameStates;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Timing;
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using Robust.Shared.Timing;
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@@ -18,7 +17,9 @@ namespace Content.Client.DoAfter
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public sealed class DoAfterSystem : EntitySystem
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public sealed class DoAfterSystem : EntitySystem
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{
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{
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly IOverlayManager _overlay = default!;
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[Dependency] private readonly IPlayerManager _player = default!;
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[Dependency] private readonly IPlayerManager _player = default!;
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[Dependency] private readonly IPrototypeManager _prototype = default!;
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/// <summary>
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/// <summary>
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/// We'll use an excess time so stuff like finishing effects can show.
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/// We'll use an excess time so stuff like finishing effects can show.
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@@ -31,17 +32,16 @@ namespace Content.Client.DoAfter
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UpdatesOutsidePrediction = true;
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UpdatesOutsidePrediction = true;
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SubscribeNetworkEvent<CancelledDoAfterMessage>(OnCancelledDoAfter);
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SubscribeNetworkEvent<CancelledDoAfterMessage>(OnCancelledDoAfter);
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SubscribeLocalEvent<DoAfterComponent, ComponentHandleState>(OnDoAfterHandleState);
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SubscribeLocalEvent<DoAfterComponent, ComponentHandleState>(OnDoAfterHandleState);
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IoCManager.Resolve<IOverlayManager>().AddOverlay(
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_overlay.AddOverlay(
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new DoAfterOverlay(
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new DoAfterOverlay(
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EntityManager,
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EntityManager,
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IoCManager.Resolve<IPrototypeManager>(),
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_prototype));
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IoCManager.Resolve<IResourceCache>()));
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}
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}
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public override void Shutdown()
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public override void Shutdown()
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{
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{
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base.Shutdown();
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base.Shutdown();
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IoCManager.Resolve<IOverlayManager>().RemoveOverlay<DoAfterOverlay>();
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_overlay.RemoveOverlay<DoAfterOverlay>();
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}
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}
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private void OnDoAfterHandleState(EntityUid uid, DoAfterComponent component, ref ComponentHandleState args)
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private void OnDoAfterHandleState(EntityUid uid, DoAfterComponent component, ref ComponentHandleState args)
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@@ -28,7 +28,6 @@ public sealed partial class MeleeWeaponSystem : SharedMeleeWeaponSystem
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[Dependency] private readonly IOverlayManager _overlayManager = default!;
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[Dependency] private readonly IOverlayManager _overlayManager = default!;
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[Dependency] private readonly IPlayerManager _player = default!;
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[Dependency] private readonly IPlayerManager _player = default!;
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[Dependency] private readonly IPrototypeManager _protoManager = default!;
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[Dependency] private readonly IPrototypeManager _protoManager = default!;
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[Dependency] private readonly IResourceCache _cache = default!;
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[Dependency] private readonly IStateManager _stateManager = default!;
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[Dependency] private readonly IStateManager _stateManager = default!;
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[Dependency] private readonly AnimationPlayerSystem _animation = default!;
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[Dependency] private readonly AnimationPlayerSystem _animation = default!;
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[Dependency] private readonly InputSystem _inputSystem = default!;
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[Dependency] private readonly InputSystem _inputSystem = default!;
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@@ -39,7 +38,7 @@ public sealed partial class MeleeWeaponSystem : SharedMeleeWeaponSystem
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{
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{
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base.Initialize();
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base.Initialize();
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InitializeEffect();
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InitializeEffect();
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_overlayManager.AddOverlay(new MeleeWindupOverlay(EntityManager, _timing, _player, _protoManager, _cache));
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_overlayManager.AddOverlay(new MeleeWindupOverlay(EntityManager, _timing, _player, _protoManager));
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SubscribeAllEvent<DamageEffectEvent>(OnDamageEffect);
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SubscribeAllEvent<DamageEffectEvent>(OnDamageEffect);
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SubscribeNetworkEvent<MeleeLungeEvent>(OnMeleeLunge);
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SubscribeNetworkEvent<MeleeLungeEvent>(OnMeleeLunge);
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}
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}
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@@ -1,13 +1,11 @@
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using Content.Client.DoAfter;
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using Content.Client.Resources;
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using Content.Shared.Weapons.Melee;
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using Content.Shared.Weapons.Melee;
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using Robust.Client.GameObjects;
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using Robust.Client.GameObjects;
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using Robust.Client.Graphics;
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using Robust.Client.Graphics;
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using Robust.Client.Player;
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using Robust.Client.Player;
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using Robust.Client.ResourceManagement;
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using Robust.Shared.Enums;
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using Robust.Shared.Enums;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Timing;
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using Robust.Shared.Timing;
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using Robust.Shared.Utility;
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namespace Content.Client.Weapons.Melee;
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namespace Content.Client.Weapons.Melee;
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@@ -24,14 +22,15 @@ public sealed class MeleeWindupOverlay : Overlay
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private readonly Texture _texture;
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private readonly Texture _texture;
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private readonly ShaderInstance _shader;
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private readonly ShaderInstance _shader;
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public MeleeWindupOverlay(IEntityManager entManager, IGameTiming timing, IPlayerManager playerManager, IPrototypeManager protoManager, IResourceCache cache)
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public MeleeWindupOverlay(IEntityManager entManager, IGameTiming timing, IPlayerManager playerManager, IPrototypeManager protoManager)
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{
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{
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_entManager = entManager;
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_entManager = entManager;
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_timing = timing;
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_timing = timing;
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_player = playerManager;
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_player = playerManager;
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_melee = _entManager.EntitySysManager.GetEntitySystem<SharedMeleeWeaponSystem>();
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_melee = _entManager.EntitySysManager.GetEntitySystem<SharedMeleeWeaponSystem>();
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_transform = _entManager.EntitySysManager.GetEntitySystem<SharedTransformSystem>();
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_transform = _entManager.EntitySysManager.GetEntitySystem<SharedTransformSystem>();
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_texture = cache.GetTexture("/Textures/Interface/Misc/progress_bar.rsi/icon.png");
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var sprite = new SpriteSpecifier.Rsi(new ResourcePath("/Textures/Interface/Misc/progress_bar.rsi"), "icon");
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_texture = _entManager.EntitySysManager.GetEntitySystem<SpriteSystem>().Frame0(sprite);
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_shader = protoManager.Index<ShaderPrototype>("unshaded").Instance();
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_shader = protoManager.Index<ShaderPrototype>("unshaded").Instance();
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}
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}
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@@ -108,7 +108,9 @@
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- type: alert
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- type: alert
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id: Stun
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id: Stun
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icons: [ /Textures/Objects/Weapons/Melee/stunbaton.rsi/stunbaton_off.png ] #Should probably draw a proper icon
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icons:
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- sprite: /Textures/Objects/Weapons/Melee/stunbaton.rsi #Should probably draw a proper icon
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state: stunbaton_off
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name: alerts-stunned-name
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name: alerts-stunned-name
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description: alerts-stunned-desc
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description: alerts-stunned-desc
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@@ -122,7 +124,9 @@
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- type: alert
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- type: alert
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id: Ensnared
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id: Ensnared
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onClick: !type:RemoveEnsnare { }
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onClick: !type:RemoveEnsnare { }
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icons: [ /Textures/Interface/Alerts/ensnared.rsi/ensnared.png ]
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icons:
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- sprite: /Textures/Interface/Alerts/ensnared.rsi
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state: ensnared
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name: alerts-ensnared-name
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name: alerts-ensnared-name
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description: alerts-ensnared-desc
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description: alerts-ensnared-desc
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@@ -288,36 +292,48 @@
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- type: alert
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- type: alert
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id: Debug1
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id: Debug1
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icons: [ /Textures/Interface/Alerts/human_health.rsi/health1.png ]
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icons:
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- sprite: /Textures/Interface/Alerts/human_health.rsi
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state: health1
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name: Debug1
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name: Debug1
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description: Debug
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description: Debug
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- type: alert
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- type: alert
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id: Debug2
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id: Debug2
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icons: [ /Textures/Interface/Alerts/human_health.rsi/health2.png ]
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icons:
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- sprite: /Textures/Interface/Alerts/human_health.rsi
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state: health2
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name: Debug2
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name: Debug2
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description: Debug
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description: Debug
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- type: alert
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- type: alert
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id: Debug3
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id: Debug3
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icons: [ /Textures/Interface/Alerts/human_health.rsi/health3.png ]
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icons:
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- sprite: /Textures/Interface/Alerts/human_health.rsi
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state: health3
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name: Debug3
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name: Debug3
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description: Debug
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description: Debug
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- type: alert
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- type: alert
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id: Debug4
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id: Debug4
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icons: [ /Textures/Interface/Alerts/human_health.rsi/health4.png ]
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icons:
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- sprite: /Textures/Interface/Alerts/human_health.rsi
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state: health4
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name: Debug4
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name: Debug4
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description: Debug
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description: Debug
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- type: alert
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- type: alert
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id: Debug5
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id: Debug5
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icons: [ /Textures/Interface/Alerts/human_health.rsi/health5.png ]
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icons:
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- sprite: /Textures/Interface/Alerts/human_health.rsi
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state: health5
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name: Debug5
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name: Debug5
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description: Debug
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description: Debug
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- type: alert
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- type: alert
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id: Debug6
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id: Debug6
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icons: [ /Textures/Interface/Alerts/human_health.rsi/health6.png ]
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icons:
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- sprite: /Textures/Interface/Alerts/human_health.rsi
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state: health6
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name: Debug6
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name: Debug6
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description: Debug
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description: Debug
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