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Spray Paint (Review Ready) (#23003)
* Spray Paint (Draft)
* paint colors, paints in maints loot, cargo crate of paints.
* fix
* remove paint (sort of)
* moved paintcleaner into own system
* Moved paint to server (had to unfortunately)
* doafter now breaks when moving away.
* cant paint mobstatecomp
* loads of fixes
* fixes
* fixes
* nopaintshadercomp
* fixes
* fix
* use locale for paint remove string
* remove nopaintshadercomponent and use blacklist
* remove enabled.true from visualizer
* paint doafter event.
* add verbs for paint and remove paint and icon for paint verb.
* fixes
* no longer replaces shader when shader exists.
* replace forloop with foreach, check shader before adding and removing.
* paint doafter now separate so no copy paste code
* Entities in sprayed targets item slots are also now correctly sprayed.
* fix
* fix
* fix airlock psray painter now removes painted before painting door.
* spray paints now use openablecomponent.
* fix
* fix damn accesstypes.
* fix
* fix
(cherry picked from commit e4d5e7f1ae)
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@@ -80,11 +80,6 @@ namespace Content.Server.Storage.EntitySystems
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_adminLogger.Add(LogType.EntitySpawn, LogImpact.Low, $"{ToPrettyString(args.User)} used {ToPrettyString(uid)} which spawned {ToPrettyString(entityToPlaceInHands.Value)}");
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}
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if (component.Sound != null)
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{
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_audio.PlayPvs(component.Sound, uid);
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}
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component.Uses--;
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// Delete entity only if component was successfully used
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@@ -97,6 +92,7 @@ namespace Content.Server.Storage.EntitySystems
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if (entityToPlaceInHands != null)
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{
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_hands.PickupOrDrop(args.User, entityToPlaceInHands.Value);
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_audio.PlayPvs(component.Sound, entityToPlaceInHands.Value);
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}
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}
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}
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