Use new ComponentPauseGenerator (#25183)
Also includes some (non critical) changes to the solution file to re-organize the Roslyn components.
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@@ -8,7 +8,7 @@ using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototy
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/// <summary>
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/// Causes an entity to automatically emote when taking damage.
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/// </summary>
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[RegisterComponent, Access(typeof(EmoteOnDamageSystem))]
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[RegisterComponent, Access(typeof(EmoteOnDamageSystem)), AutoGenerateComponentPause]
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public sealed partial class EmoteOnDamageComponent : Component
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{
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/// <summary>
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@@ -41,6 +41,7 @@ public sealed partial class EmoteOnDamageComponent : Component
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/// The simulation time of the last emote preformed due to taking damage.
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/// </summary>
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[DataField("lastEmoteTime", customTypeSerializer: typeof(TimeOffsetSerializer)), ViewVariables(VVAccess.ReadWrite)]
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[AutoPausedField]
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public TimeSpan LastEmoteTime = TimeSpan.Zero;
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/// <summary>
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@@ -18,15 +18,9 @@ public sealed class EmoteOnDamageSystem : EntitySystem
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{
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base.Initialize();
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SubscribeLocalEvent<EmoteOnDamageComponent, EntityUnpausedEvent>(OnUnpaused);
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SubscribeLocalEvent<EmoteOnDamageComponent, DamageChangedEvent>(OnDamage);
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}
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private void OnUnpaused(EntityUid uid, EmoteOnDamageComponent emoteOnDamage, ref EntityUnpausedEvent args)
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{
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emoteOnDamage.LastEmoteTime += args.PausedTime;
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}
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private void OnDamage(EntityUid uid, EmoteOnDamageComponent emoteOnDamage, DamageChangedEvent args)
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{
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if (!args.DamageIncreased)
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