mirror of
https://github.com/DeltaV-Station/Delta-v.git
synced 2026-09-30 08:07:28 +00:00
* Fix the sensor monitoring console forcing a GC every 3 seconds (#38146) * Optimize sensor monitoring window graph drawing * Add shared static Vector2 pool for all GraphView instances * Address requested changes * remove lock * Update submodule to 264.0.0 (#38629) * Toy/Plushie Inhands and Wearables (#38514) * Fixed dependency injection and some other issues in a few places. * More issue fixes * patchfor broken NetworkConfiguratorLinkMenu (#38632) fix * Fix solutions flickering when transferring contents (#34838) * Use Solution clones when applying SolutionComponent states * Revert "Use Solution clones when applying SolutionComponent states" This reverts commit 013fd111cf92b22562e00f98a7aaa49bc4b4ed62. * Make Solution implement ICloneable and rename Clone method. * Copy CanReact value when cloning a Solution * Convert to IRobustCloneable * Fix typos in guidebook: Buisness → Business (#38636) * Fix typo in `MinorAntagonists.xml` Buisness → Business * Fix typo in `YourFirstCharacter.xml` Buisness → Business * Various Headphones Fixes and Tweaks (#38479) * sprites, wearables * neck * icon-on sprite * Cleanup prototype instantiation in `DamageTest` (#38639) Cleanup prototype instantiation in DamageTest * Cleanup prototype instantiation in `ExplosionSystem` (#38642) Cleanup prototype instantiation in ExplosionSystem * AddBodyPartCommand localization. (#38612) commit * fix ItemSlotsSystem debug assert (#38655) * Allow the Command & Super door remotes to use the access of their user. (Re-creation of PR due to changes to game balance) (#35536) * Added directional beacons (#38284) * Added directional beacons Signed-off-by: Nox38 <nebulousnox38@gmail.com> * Fixed names Signed-off-by: Nox38 <nebulousnox38@gmail.com> --------- Signed-off-by: Nox38 <nebulousnox38@gmail.com> * Power stat and nuke codes commands get some LEC love. (#38585) * commit * requested changes. * Dsay Dirty and Follow commands converted to LEC and localized. (#38666) * commit * whoopwhoopwhoop * Retro laser sprite fix (#38676) * Fixed everything except the icon Signed-off-by: Nox38 <nebulousnox38@gmail.com> * fixed icon Signed-off-by: Nox38 <nebulousnox38@gmail.com> --------- Signed-off-by: Nox38 <nebulousnox38@gmail.com> * fix water coolers (#38681) * Monochromacy typo fix (#38686) * fixes the typo * Fixed cloning looking for the trait, not the component, RE https://github.com/space-wizards/space-station-14/pull/38686#issuecomment-3025093504 * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Validate `CloningSettingsPrototype`s (#38688) * Validate CloningSettingsPrototypes * Update Content.IntegrationTests/Tests/Cloning/CloningSettingsPrototypeTest.cs Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Check EventComponents too --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Add test of objective-related console commands (#36400) * Add test of objective add/list/remove commands * Not sure why we're validating test prototypes, but sure * We don't need a map * Improvements and fixups for New Status Effect API (#38660) * Predict healing and bloodstream (#38690) * initial commit * reapply 38126 * fix rootable * someone missed an important minus sign here * try this * fix * fix * reenable crit hits * cleanup * fix status time dirtying * fix * camelCase * Healing and bloodstream prediction fixes. * Resolving Wizard casting recall on nuke disk making it impossible to disarm (#38661) * Resolving Wizard Recall on Nuke disk making it impossible to disarm - Adding a DisarmBomb case to nuke status update loop - Changing a few methods and parameters to properly follow formatting standards - Updating some names to follow camelCase * Updating missed tag * Reverting DataField change Should prevent this preventative bugfix being a breaking change. * Switch HSV to the default colorspace for character customization (#38434) * Made HSV default for character editor * Adds/fixes comments to HSV defaulting * Added dropbox fix, potentially cursed * Revert "Added dropbox fix, potentially cursed" This reverts commit a709883366fbee813e839742125e70844672af29. --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * Fix: Don't deploy foldables when clicking on items inside containers (#38709) * Fix * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Pressure Relief Valve (#36708) * initial system (this math is probably WRONG) * General code cleanup and OnExamined support (holy moly this code sucks) * UICode and related events foundation TODO: - Actually write the XAML UI and the underlying system - Un-shitcode the entire thing - Actually test everything... * Working UI code TODO: Make predicted, as this certainly isn't predicted. Even though I said it was. It isn't. * Remove one TODO for unshitcoding the examine code * Add reminder yea * Make predicted (defenitely isn't) (also defenitely isn't a copypaste from pressure pump code) * It's predicted! TODO: - Give it snazzy predicted visuals! - Have a different field for pressure entry, lest it gets bulldozed every UI update. * Improve gas pressure relief valve UI TODO: Reminder to reduce amount of dirties using deltafields * Implement DirtyField prediction * Entity<T> cleanup A lot of Entity<T> conversions and lukewarm cleanup. Also got caught copy pasting code in 4K UHD but it's not like you couldn't tell. * More cleanup and comments * Remove TODO comment on bulldozing window title * """refactoring""" - Move appearance out of shared and finally fix it. Pointless to predict appearance in this instance. - More Entity<T> conversions because I like them. - Move UI creation handling over entirely to the ActivatableUI system. - Fix a hardcoded locale string (why????). * Add visuals * Revert debugging variable replacememt yea * Revert skissue * Remove unused using directives and remove TODO * Localize, cleanup, document * Fix adminlogging discrepancy * Add ability to construct, add guidebook entry * Clear up comment * Add guidebook tooltip to valve * Convert GasPressureReliefValveBoundUserInterface declaration into primary constructor * Adds more input handling and adds autofill on open * Un-deepfry input validator shitcode Genuinely what was I smoking * improve visuals logic * Refactor again - Update math to the correct implementation - Moved code that could be re-used in the future into a helper method under AtmosphereSystem.Gases.cs * I'm sorry but I hate warnings * Remove unused using directive in AtmosphereSystem.Gases.cs * Review and cleanup * Lukewarm UI glossup * Maintainer for the upstream project btw * Remove redundant state sets and messy logic * Unduplicate valve updater code * Redo UI (im sorry Slarti) * run tests * Test refactored UI messaging * Second round of UI improvements - God please find a way to improve this system. Feels bad. * Update loop implementation * Further predict UI * Clear up SetToCurrentThreshold * cleanup * Update to master + pipe layers and bug fixes want to run tests * fixes * Deploy rename pipebomb * Documentation and requested changes * Rename the method that wiggled away * Undo rounding changes * Fix comment * Rename and cleanup * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Fix TextLinkTag (#32203) * Adjust uplink buy button to be under item icon (#38596) * Adjusted uplink buy button to be under item icon * Put the discount subtext under the icon * Indent fixes, added margin --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * Scurrets - Audio Improvements (#38482) * Scurret audio tuning * Add new sfx * Update sneezing sfx * YAML support * Rename a folder * make telesci wreck easier (#37569) rel * Validate `ShaderPrototype` IDs (#38728) * Convert all shader prototype string literals to protoids in overlays * Convert more shader prototype literal strings to protoids * Convert ValidatePrototypeId to ProtoId * Later * [BUGFIX] Fixed revenant malfunction ability not working properly only MediBots and Stasis bed (#38664) * fixed * clean up * orks fix smart * review fix 1 * more requested changes * less cursed * more descriptive description * better wording * Tiny Tiny Cleanup of the EyeClosingSystem. (#38734) Update EyeClosingSystem.cs * Fix human skin tone distribution (#38701) * fix: Use PredictedQueueDel for gib spell (#38729) * fix: don't default to uncharged sprite state for cells (#38730) * Fix Hristov description - remove inaccurate technical specs (#38746) - Removes inaccurate 'armor piercing 14.5mm shells' reference - Replaces it with a more funny description, matching the style of the other snipers and guns - Keeps ammunition type '.60 anti-materiel ammo' specification - Fixes issue #38590 Co-authored-by: Arthur Fiorese de Andrade <aandrade@cmcxs.gov.br> * feat: allow mopping evaporating puddles (#38743) * Validate remaining `ProtoId` strings (#38747) Validate remaining ProtoId strings * Validate `ProtoId`s in tests (#38745) * Convert string literals to protoids in Content.Tests * Convert string literals to protoids or consts in Content.IntegrationTests * Fix linter failures Tricksy static using misled me * Cleanup warning in StomachSystem (#38748) you did not see this * Vox scars (#38592) * Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl * Revert "Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl" This reverts commit c73da55ba3b39ddf93b493aecd85604c54dd8a15. * locale key fix * Changed top surgery scar names to be more generalized * Adjusted face scars * Formatting fixes --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * UnlockNode command to LEC. (#38751) * commit * Update UnlockNodeCommand.cs * commit * move command locale to its own file. * Update Content.Server/Xenoarchaeology/Artifact/UnlockNodeCommand.cs --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Typofixes for figurine dialogue (#38737) * Typofixes for figurine dialogue * Forgot two * Janitor Tool: Wire Brush (#38667) * Wow! It's -brush- * spacing. * Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * fixed changes --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Minor escape menu UX improvements (#38650) * fix: spellbooks can have infinite charges (#38376) * fix: spellbooks can have infinite charges * refactor: indicate infinite spellbook charges with null Not sure if I like this much better...
374 lines
15 KiB
C#
374 lines
15 KiB
C#
using System.Linq;
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using Content.Server.Administration.Logs;
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using Content.Server.Pointing.Components;
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using Content.Shared.CCVar;
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using Content.Shared.Database;
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using Content.Shared.Examine;
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using Content.Shared.Eye;
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using Content.Shared.Ghost;
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using Content.Shared.IdentityManagement;
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using Content.Shared.Input;
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using Content.Shared.Interaction;
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using Content.Shared.Inventory;
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using Content.Shared.Mind;
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using Content.Shared.Pointing;
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using Content.Shared.Popups;
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using JetBrains.Annotations;
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using Robust.Server.GameObjects;
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using Robust.Server.Player;
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using Robust.Shared.Configuration;
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using Robust.Shared.Containers;
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using Robust.Shared.Enums;
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using Robust.Shared.GameStates;
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using Robust.Shared.Input.Binding;
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using Robust.Shared.Map;
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using Robust.Shared.Player;
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using Robust.Shared.Replays;
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using Robust.Shared.Timing;
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namespace Content.Server.Pointing.EntitySystems
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{
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[UsedImplicitly]
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internal sealed class PointingSystem : SharedPointingSystem
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{
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[Dependency] private readonly IConfigurationManager _config = default!;
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[Dependency] private readonly IReplayRecordingManager _replay = default!;
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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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[Dependency] private readonly ITileDefinitionManager _tileDefinitionManager = default!;
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly RotateToFaceSystem _rotateToFaceSystem = default!;
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[Dependency] private readonly SharedContainerSystem _container = default!;
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[Dependency] private readonly SharedPopupSystem _popup = default!;
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[Dependency] private readonly VisibilitySystem _visibilitySystem = default!;
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[Dependency] private readonly SharedMindSystem _minds = default!;
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[Dependency] private readonly SharedTransformSystem _transform = default!;
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[Dependency] private readonly SharedMapSystem _map = default!;
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[Dependency] private readonly IAdminLogManager _adminLogger = default!;
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[Dependency] private readonly ExamineSystemShared _examine = default!;
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private TimeSpan _pointDelay = TimeSpan.FromSeconds(0.5f);
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/// <summary>
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/// A dictionary of players to the last time that they
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/// pointed at something.
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/// </summary>
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private readonly Dictionary<ICommonSession, TimeSpan> _pointers = new();
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private const float PointingRange = 15f;
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private void GetCompState(Entity<PointingArrowComponent> entity, ref ComponentGetState args)
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{
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args.State = new SharedPointingArrowComponentState
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{
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StartPosition = entity.Comp.StartPosition,
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EndTime = entity.Comp.EndTime
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};
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}
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private void OnPlayerStatusChanged(object? sender, SessionStatusEventArgs e)
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{
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if (e.NewStatus != SessionStatus.Disconnected)
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{
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return;
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}
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_pointers.Remove(e.Session);
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}
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// TODO: FOV
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private void SendMessage(
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EntityUid source,
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IEnumerable<ICommonSession> viewers,
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EntityUid pointed,
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string selfMessage,
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string viewerMessage,
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string? viewerPointedAtMessage = null)
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{
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var netSource = GetNetEntity(source);
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foreach (var viewer in viewers)
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{
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if (viewer.AttachedEntity is not {Valid: true} viewerEntity)
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{
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continue;
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}
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var message = viewerEntity == source
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? selfMessage
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: viewerEntity == pointed && viewerPointedAtMessage != null
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? viewerPointedAtMessage
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: viewerMessage;
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// Someone pointing at YOU is slightly more important
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var popupType = viewerEntity == pointed ? PopupType.Medium : PopupType.Small;
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RaiseNetworkEvent(new PopupEntityEvent(message, popupType, netSource), viewerEntity);
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}
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_replay.RecordServerMessage(new PopupEntityEvent(viewerMessage, PopupType.Small, netSource));
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}
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public bool InRange(EntityUid pointer, EntityCoordinates coordinates)
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{
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if (HasComp<GhostComponent>(pointer))
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{
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return _transform.InRange(Transform(pointer).Coordinates, coordinates, 15);
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}
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else
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{
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return _examine.InRangeUnOccluded(pointer, coordinates, 15, predicate: e => e == pointer);
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}
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}
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public bool TryPoint(ICommonSession? session, EntityCoordinates coordsPointed, EntityUid pointed)
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{
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if (session?.AttachedEntity is not { } player)
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{
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Log.Warning($"Player {session} attempted to point without any attached entity");
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return false;
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}
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if (!coordsPointed.IsValid(EntityManager))
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{
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Log.Warning($"Player {ToPrettyString(player)} attempted to point at invalid coordinates: {coordsPointed}");
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return false;
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}
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if (_pointers.TryGetValue(session, out var lastTime) &&
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_gameTiming.CurTime < lastTime + _pointDelay)
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{
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return false;
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}
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if (HasComp<PointingArrowComponent>(pointed))
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{
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// this is a pointing arrow. no pointing here...
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return false;
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}
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if (!CanPoint(player))
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{
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return false;
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}
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if (!InRange(player, coordsPointed))
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{
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_popup.PopupEntity(Loc.GetString("pointing-system-try-point-cannot-reach"), player, player);
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return false;
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}
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var mapCoordsPointed = _transform.ToMapCoordinates(coordsPointed);
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_rotateToFaceSystem.TryFaceCoordinates(player, mapCoordsPointed.Position);
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var arrow = Spawn("PointingArrow", coordsPointed);
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if (TryComp<PointingArrowComponent>(arrow, out var pointing))
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{
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pointing.StartPosition = _transform.ToCoordinates((arrow, Transform(arrow)), _transform.ToMapCoordinates(Transform(player).Coordinates)).Position;
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pointing.EndTime = _gameTiming.CurTime + PointDuration;
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Dirty(arrow, pointing);
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}
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if (EntityQuery<PointingArrowAngeringComponent>().FirstOrDefault() != null)
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{
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if (TryComp<PointingArrowComponent>(arrow, out var pointingArrowComponent))
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{
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pointingArrowComponent.Rogue = true;
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}
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}
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var layer = (int) VisibilityFlags.Normal;
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if (TryComp(player, out VisibilityComponent? playerVisibility))
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{
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var arrowVisibility = EnsureComp<VisibilityComponent>(arrow);
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layer = playerVisibility.Layer;
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_visibilitySystem.SetLayer((arrow, arrowVisibility), (ushort) layer);
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}
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// Get players that are in range and whose visibility layer matches the arrow's.
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bool ViewerPredicate(ICommonSession playerSession)
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{
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if (!_minds.TryGetMind(playerSession, out _, out var mind) ||
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mind.CurrentEntity is not { Valid: true } ent ||
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!TryComp(ent, out EyeComponent? eyeComp) ||
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(eyeComp.VisibilityMask & layer) == 0)
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return false;
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return _transform.GetMapCoordinates(ent).InRange(_transform.GetMapCoordinates(player), PointingRange);
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}
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var viewers = Filter.Empty()
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.AddWhere(session1 => ViewerPredicate(session1))
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.Recipients;
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string selfMessage;
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string viewerMessage;
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string? viewerPointedAtMessage = null;
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var playerName = Identity.Entity(player, EntityManager);
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if (Exists(pointed))
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{
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var pointedName = Identity.Entity(pointed, EntityManager);
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EntityUid? containingInventory = null;
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// Search up through the target's containing containers until we find an inventory
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var inventoryQuery = GetEntityQuery<InventoryComponent>();
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foreach (var container in _container.GetContainingContainers(pointed))
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{
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if (inventoryQuery.HasComp(container.Owner))
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{
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// We want the innermost inventory, since that's the "owner" of the item
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containingInventory = container.Owner;
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break;
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}
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}
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var pointingAtSelf = player == pointed;
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// Are we in a mob's inventory?
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if (containingInventory != null)
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{
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var item = pointed;
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var itemName = Identity.Entity(item, EntityManager);
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// Target the pointing at the item's holder
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pointed = containingInventory.Value;
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pointedName = Identity.Entity(pointed, EntityManager);
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var pointingAtOwnItem = player == pointed;
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if (pointingAtOwnItem)
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{
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// You point at your item
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selfMessage = Loc.GetString("pointing-system-point-in-own-inventory-self", ("item", itemName));
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// Urist McPointer points at his item
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viewerMessage = Loc.GetString("pointing-system-point-in-own-inventory-others", ("item", itemName), ("pointer", playerName));
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}
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else
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{
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// You point at Urist McHands' item
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selfMessage = Loc.GetString("pointing-system-point-in-other-inventory-self", ("item", itemName), ("wearer", pointedName));
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// Urist McPointer points at Urist McWearer's item
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viewerMessage = Loc.GetString("pointing-system-point-in-other-inventory-others", ("item", itemName), ("pointer", playerName), ("wearer", pointedName));
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// Urist McPointer points at your item
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viewerPointedAtMessage = Loc.GetString("pointing-system-point-in-other-inventory-target", ("item", itemName), ("pointer", playerName));
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}
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}
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else
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{
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selfMessage = pointingAtSelf
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// You point at yourself
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? Loc.GetString("pointing-system-point-at-self")
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// You point at Urist McTarget
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: Loc.GetString("pointing-system-point-at-other", ("other", pointedName));
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viewerMessage = pointingAtSelf
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// Urist McPointer points at himself
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? Loc.GetString("pointing-system-point-at-self-others", ("otherName", playerName), ("other", playerName))
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// Urist McPointer points at Urist McTarget
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: Loc.GetString("pointing-system-point-at-other-others", ("otherName", playerName), ("other", pointedName));
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// Urist McPointer points at you
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viewerPointedAtMessage = Loc.GetString("pointing-system-point-at-you-other", ("otherName", playerName));
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}
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var ev = new AfterPointedAtEvent(pointed);
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RaiseLocalEvent(player, ref ev);
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var gotev = new AfterGotPointedAtEvent(player);
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RaiseLocalEvent(pointed, ref gotev);
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_adminLogger.Add(LogType.Action, LogImpact.Low, $"{ToPrettyString(player):user} pointed at {ToPrettyString(pointed):target} {Transform(pointed).Coordinates}");
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}
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else
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{
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TileRef? tileRef = null;
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string? position = null;
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if (_mapManager.TryFindGridAt(mapCoordsPointed, out var gridUid, out var grid))
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{
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position = $"EntId={gridUid} {_map.WorldToTile(gridUid, grid, mapCoordsPointed.Position)}";
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tileRef = _map.GetTileRef(gridUid, grid, _map.WorldToTile(gridUid, grid, mapCoordsPointed.Position));
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}
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var tileDef = _tileDefinitionManager[tileRef?.Tile.TypeId ?? 0];
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var name = Loc.GetString(tileDef.Name);
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selfMessage = Loc.GetString("pointing-system-point-at-tile", ("tileName", name));
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viewerMessage = Loc.GetString("pointing-system-other-point-at-tile", ("otherName", playerName), ("tileName", name));
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_adminLogger.Add(LogType.Action, LogImpact.Low, $"{ToPrettyString(player):user} pointed at {name} {(position == null ? mapCoordsPointed : position)}");
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}
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_pointers[session] = _gameTiming.CurTime;
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SendMessage(player, viewers, pointed, selfMessage, viewerMessage, viewerPointedAtMessage);
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return true;
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}
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<PointingArrowComponent, ComponentGetState>(GetCompState);
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SubscribeNetworkEvent<PointingAttemptEvent>(OnPointAttempt);
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_playerManager.PlayerStatusChanged += OnPlayerStatusChanged;
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CommandBinds.Builder
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.Bind(ContentKeyFunctions.Point, new PointerInputCmdHandler(TryPoint))
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.Register<PointingSystem>();
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|
|
Subs.CVar(_config, CCVars.PointingCooldownSeconds, v => _pointDelay = TimeSpan.FromSeconds(v), true);
|
|
}
|
|
|
|
private void OnPointAttempt(PointingAttemptEvent ev, EntitySessionEventArgs args)
|
|
{
|
|
var target = GetEntity(ev.Target);
|
|
|
|
if (TryComp(target, out TransformComponent? xformTarget))
|
|
TryPoint(args.SenderSession, xformTarget.Coordinates, target);
|
|
else
|
|
Log.Warning($"User {args.SenderSession} attempted to point at a non-existent entity uid: {ev.Target}");
|
|
}
|
|
|
|
public override void Shutdown()
|
|
{
|
|
base.Shutdown();
|
|
|
|
_playerManager.PlayerStatusChanged -= OnPlayerStatusChanged;
|
|
_pointers.Clear();
|
|
}
|
|
|
|
public override void Update(float frameTime)
|
|
{
|
|
var currentTime = _gameTiming.CurTime;
|
|
|
|
var query = AllEntityQuery<PointingArrowComponent>();
|
|
while (query.MoveNext(out var uid, out var component))
|
|
{
|
|
Update((uid, component), currentTime);
|
|
}
|
|
}
|
|
|
|
private void Update(Entity<PointingArrowComponent> pointing, TimeSpan currentTime)
|
|
{
|
|
// TODO: That pause PR
|
|
var component = pointing.Comp;
|
|
if (component.EndTime > currentTime)
|
|
return;
|
|
|
|
if (component.Rogue)
|
|
{
|
|
RemComp<PointingArrowComponent>(pointing);
|
|
EnsureComp<RoguePointingArrowComponent>(pointing);
|
|
return;
|
|
}
|
|
|
|
Del(pointing);
|
|
}
|
|
}
|
|
}
|