Use new ComponentPauseGenerator (#25183)
Also includes some (non critical) changes to the solution file to re-organize the Roslyn components.
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@@ -10,7 +10,7 @@ namespace Content.Shared.Weapons.Melee;
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/// <summary>
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/// When given to a mob lets them do unarmed attacks, or when given to an item lets someone wield it to do attacks.
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/// </summary>
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState, AutoGenerateComponentPause]
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public sealed partial class MeleeWeaponComponent : Component
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{
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// TODO: This is becoming bloated as shit.
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@@ -33,6 +33,7 @@ public sealed partial class MeleeWeaponComponent : Component
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/// </summary>
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[DataField(customTypeSerializer: typeof(TimeOffsetSerializer)), AutoNetworkedField]
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[ViewVariables(VVAccess.ReadWrite)]
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[AutoPausedField]
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public TimeSpan NextAttack;
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/// <summary>
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@@ -68,7 +68,6 @@ public abstract class SharedMeleeWeaponSystem : EntitySystem
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{
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base.Initialize();
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SubscribeLocalEvent<MeleeWeaponComponent, EntityUnpausedEvent>(OnMeleeUnpaused);
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SubscribeLocalEvent<MeleeWeaponComponent, HandSelectedEvent>(OnMeleeSelected);
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SubscribeLocalEvent<MeleeWeaponComponent, ShotAttemptedEvent>(OnMeleeShotAttempted);
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SubscribeLocalEvent<MeleeWeaponComponent, GunShotEvent>(OnMeleeShot);
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@@ -112,11 +111,6 @@ public abstract class SharedMeleeWeaponSystem : EntitySystem
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}
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}
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private void OnMeleeUnpaused(EntityUid uid, MeleeWeaponComponent component, ref EntityUnpausedEvent args)
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{
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component.NextAttack += args.PausedTime;
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}
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private void OnMeleeSelected(EntityUid uid, MeleeWeaponComponent component, HandSelectedEvent args)
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{
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var attackRate = GetAttackRate(uid, args.User, component);
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