Get rid of the OverlayEffectsComponent stuff (#3010)
* Get rid of the OverlayEffectsComponent stuff because it just ended up creating workarounds for it's bugs, without removing any functionality * Flashes and Flashbangs use the same code now (the Flashable path because it's better)
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@@ -20,11 +20,6 @@ namespace Content.Server.GameObjects.Components.Mobs.State
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appearance.SetData(DamageStateVisuals.State, DamageState.Critical);
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}
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if (entity.TryGetComponent(out ServerOverlayEffectsComponent overlay))
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{
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overlay.AddOverlay(SharedOverlayID.GradientCircleMaskOverlay);
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}
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if (entity.TryGetComponent(out StunnableComponent stun))
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{
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stun.CancelAll();
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@@ -36,11 +31,6 @@ namespace Content.Server.GameObjects.Components.Mobs.State
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public override void ExitState(IEntity entity)
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{
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base.ExitState(entity);
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if (entity.TryGetComponent(out ServerOverlayEffectsComponent overlay))
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{
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overlay.ClearOverlays();
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}
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}
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}
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}
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@@ -26,11 +26,6 @@ namespace Content.Server.GameObjects.Components.Mobs.State
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status.ShowAlert(AlertType.HumanDead);
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}
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if (entity.TryGetComponent(out ServerOverlayEffectsComponent overlayComponent))
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{
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overlayComponent.AddOverlay(SharedOverlayID.CircleMaskOverlay);
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}
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if (entity.TryGetComponent(out StunnableComponent stun))
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{
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stun.CancelAll();
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@@ -52,11 +47,6 @@ namespace Content.Server.GameObjects.Components.Mobs.State
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{
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physics.CanCollide = true;
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}
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if (entity.TryGetComponent(out ServerOverlayEffectsComponent overlay))
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{
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overlay.ClearOverlays();
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}
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}
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}
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}
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@@ -8,15 +8,5 @@ namespace Content.Server.GameObjects.Components.Mobs.State
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[ComponentReference(typeof(IMobStateComponent))]
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public class MobStateComponent : SharedMobStateComponent
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{
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public override void OnRemove()
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{
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// TODO: Might want to add an OnRemove() to IMobState since those are where these components are being used
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if (Owner.TryGetComponent(out ServerOverlayEffectsComponent overlay))
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{
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overlay.ClearOverlays();
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}
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base.OnRemove();
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}
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}
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}
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