Re-organize all projects (#4166)
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147
Content.Shared/Buckle/Components/SharedBuckleComponent.cs
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147
Content.Shared/Buckle/Components/SharedBuckleComponent.cs
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#nullable enable
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using System;
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using Content.Shared.ActionBlocker;
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using Content.Shared.DragDrop;
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using Content.Shared.EffectBlocker;
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using Content.Shared.Interaction;
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using Content.Shared.NetIDs;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.ViewVariables;
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namespace Content.Shared.Buckle.Components
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{
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public abstract class SharedBuckleComponent : Component, IActionBlocker, IEffectBlocker, IDraggable
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{
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public sealed override string Name => "Buckle";
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public sealed override uint? NetID => ContentNetIDs.BUCKLE;
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/// <summary>
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/// The range from which this entity can buckle to a <see cref="SharedStrapComponent"/>.
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/// </summary>
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[ViewVariables]
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[DataField("range")]
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public float Range { get; protected set; } = SharedInteractionSystem.InteractionRange / 1.4f;
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/// <summary>
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/// True if the entity is buckled, false otherwise.
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/// </summary>
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public abstract bool Buckled { get; }
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public EntityUid? LastEntityBuckledTo { get; set; }
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public bool IsOnStrapEntityThisFrame { get; set; }
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public bool DontCollide { get; set; }
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public abstract bool TryBuckle(IEntity? user, IEntity to);
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bool IActionBlocker.CanMove()
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{
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return !Buckled;
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}
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bool IActionBlocker.CanChangeDirection()
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{
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return !Buckled;
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}
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bool IEffectBlocker.CanFall()
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{
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return !Buckled;
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}
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bool IDraggable.CanDrop(CanDropEvent args)
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{
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return args.Target.HasComponent<SharedStrapComponent>();
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}
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bool IDraggable.Drop(DragDropEvent args)
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{
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return TryBuckle(args.User, args.Target);
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}
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}
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[Serializable, NetSerializable]
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public sealed class BuckleComponentState : ComponentState
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{
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public BuckleComponentState(bool buckled, int? drawDepth, EntityUid? lastEntityBuckledTo, bool dontCollide) : base(ContentNetIDs.BUCKLE)
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{
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Buckled = buckled;
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DrawDepth = drawDepth;
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LastEntityBuckledTo = lastEntityBuckledTo;
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DontCollide = dontCollide;
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}
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public bool Buckled { get; }
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public EntityUid? LastEntityBuckledTo { get; }
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public bool DontCollide { get; }
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public int? DrawDepth;
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}
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[Serializable, NetSerializable]
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public enum BuckleVisuals
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{
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Buckled
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}
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[Serializable, NetSerializable]
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public abstract class BuckleChangeMessage : ComponentMessage
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{
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/// <summary>
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/// Constructs a new instance of <see cref="BuckleChangeMessage"/>
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/// </summary>
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/// <param name="entity">The entity that had its buckling status changed</param>
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/// <param name="strap">The strap that the entity was buckled to or unbuckled from</param>
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/// <param name="buckled">True if the entity was buckled, false otherwise</param>
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protected BuckleChangeMessage(IEntity entity, IEntity strap, bool buckled)
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{
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Entity = entity;
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Strap = strap;
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Buckled = buckled;
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}
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/// <summary>
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/// The entity that had its buckling status changed
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/// </summary>
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public IEntity Entity { get; }
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/// <summary>
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/// The strap that the entity was buckled to or unbuckled from
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/// </summary>
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public IEntity Strap { get; }
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/// <summary>
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/// True if the entity was buckled, false otherwise.
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/// </summary>
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public bool Buckled { get; }
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}
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[Serializable, NetSerializable]
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public class BuckleMessage : BuckleChangeMessage
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{
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/// <summary>
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/// Constructs a new instance of <see cref="BuckleMessage"/>
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/// </summary>
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/// <param name="entity">The entity that had its buckling status changed</param>
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/// <param name="strap">The strap that the entity was buckled to or unbuckled from</param>
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public BuckleMessage(IEntity entity, IEntity strap) : base(entity, strap, true)
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{
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}
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}
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[Serializable, NetSerializable]
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public class UnbuckleMessage : BuckleChangeMessage
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{
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/// <summary>
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/// Constructs a new instance of <see cref="UnbuckleMessage"/>
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/// </summary>
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/// <param name="entity">The entity that had its buckling status changed</param>
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/// <param name="strap">The strap that the entity was buckled to or unbuckled from</param>
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public UnbuckleMessage(IEntity entity, IEntity strap) : base(entity, strap, false)
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{
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}
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}
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}
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123
Content.Shared/Buckle/Components/SharedStrapComponent.cs
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123
Content.Shared/Buckle/Components/SharedStrapComponent.cs
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#nullable enable
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using System;
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using Content.Shared.DragDrop;
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using Content.Shared.Interaction.Helpers;
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using Content.Shared.NetIDs;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Buckle.Components
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{
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public enum StrapPosition
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{
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/// <summary>
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/// (Default) Makes no change to the buckled mob
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/// </summary>
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None = 0,
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/// <summary>
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/// Makes the mob stand up
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/// </summary>
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Stand,
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/// <summary>
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/// Makes the mob lie down
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/// </summary>
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Down
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}
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public abstract class SharedStrapComponent : Component, IDragDropOn
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{
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public sealed override string Name => "Strap";
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public sealed override uint? NetID => ContentNetIDs.STRAP;
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bool IDragDropOn.CanDragDropOn(DragDropEvent eventArgs)
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{
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if (!eventArgs.Dragged.TryGetComponent(out SharedBuckleComponent? buckleComponent)) return false;
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bool Ignored(IEntity entity) => entity == eventArgs.User || entity == eventArgs.Dragged || entity == eventArgs.Target;
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return eventArgs.Target.InRangeUnobstructed(eventArgs.Dragged, buckleComponent.Range, predicate: Ignored);
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}
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public abstract bool DragDropOn(DragDropEvent eventArgs);
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}
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[Serializable, NetSerializable]
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public sealed class StrapComponentState : ComponentState
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{
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public StrapComponentState(StrapPosition position) : base(ContentNetIDs.BUCKLE)
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{
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Position = position;
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}
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/// <summary>
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/// The change in position that this strap makes to the strapped mob
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/// </summary>
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public StrapPosition Position { get; }
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}
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[Serializable, NetSerializable]
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public enum StrapVisuals
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{
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RotationAngle
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}
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[Serializable, NetSerializable]
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public abstract class StrapChangeMessage : ComponentMessage
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{
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/// <summary>
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/// Constructs a new instance of <see cref="StrapChangeMessage"/>
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/// </summary>
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/// <param name="entity">The entity that had its buckling status changed</param>
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/// <param name="strap">The strap that the entity was buckled to or unbuckled from</param>
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/// <param name="buckled">True if the entity was buckled, false otherwise</param>
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protected StrapChangeMessage(IEntity entity, IEntity strap, bool buckled)
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{
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Entity = entity;
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Strap = strap;
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Buckled = buckled;
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}
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/// <summary>
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/// The entity that had its buckling status changed
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/// </summary>
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public IEntity Entity { get; }
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/// <summary>
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/// The strap that the entity was buckled to or unbuckled from
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/// </summary>
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public IEntity Strap { get; }
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/// <summary>
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/// True if the entity was buckled, false otherwise.
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/// </summary>
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public bool Buckled { get; }
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}
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[Serializable, NetSerializable]
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public class StrapMessage : StrapChangeMessage
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{
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/// <summary>
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/// Constructs a new instance of <see cref="StrapMessage"/>
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/// </summary>
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/// <param name="entity">The entity that had its buckling status changed</param>
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/// <param name="strap">The strap that the entity was buckled to or unbuckled from</param>
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public StrapMessage(IEntity entity, IEntity strap) : base(entity, strap, true)
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{
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}
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}
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[Serializable, NetSerializable]
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public class UnStrapMessage : StrapChangeMessage
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{
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/// <summary>
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/// Constructs a new instance of <see cref="UnStrapMessage"/>
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/// </summary>
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/// <param name="entity">The entity that had its buckling status changed</param>
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/// <param name="strap">The strap that the entity was buckled to or unbuckled from</param>
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public UnStrapMessage(IEntity entity, IEntity strap) : base(entity, strap, false)
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{
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}
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}
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}
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26
Content.Shared/Buckle/SharedBuckleSystem.cs
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26
Content.Shared/Buckle/SharedBuckleSystem.cs
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@@ -0,0 +1,26 @@
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using Content.Shared.Buckle.Components;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Physics.Dynamics;
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namespace Content.Shared.Buckle
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{
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public abstract class SharedBuckleSystem : EntitySystem
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{
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<SharedBuckleComponent, PreventCollideEvent>(PreventCollision);
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}
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private void PreventCollision(EntityUid uid, SharedBuckleComponent component, PreventCollideEvent args)
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{
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if (args.BodyB.Owner.Uid != component.LastEntityBuckledTo) return;
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component.IsOnStrapEntityThisFrame = true;
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if (component.Buckled || component.DontCollide)
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{
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args.Cancel();
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}
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}
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}
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}
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