mirror of
https://github.com/DeltaV-Station/Delta-v.git
synced 2026-10-04 05:17:28 +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...
285 lines
12 KiB
C#
285 lines
12 KiB
C#
using System.Numerics;
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using Content.Server.Stack;
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using Content.Server.Stunnable;
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using Content.Shared._NF.Standing; // Frontier
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using Content.Shared.ActionBlocker;
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using Content.Shared.Body.Part;
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using Content.Shared.Body.Systems; // Shitmed Change
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using Content.Shared._Shitmed.Body.Events; // Shitmed Change
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using Content.Shared.CombatMode;
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using Content.Shared.Damage.Systems;
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using Content.Shared.Explosion;
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using Content.Shared.Hands.Components;
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using Content.Shared.Hands.EntitySystems;
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using Content.Shared.Input;
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using Content.Shared.Movement.Pulling.Components;
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using Content.Shared.Movement.Pulling.Systems;
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using Content.Shared.Stacks;
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using Content.Shared.Standing;
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using Content.Shared.Throwing;
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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.Physics.Components;
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using Robust.Shared.Player;
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using Robust.Shared.Random;
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using Robust.Shared.Timing;
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namespace Content.Server.Hands.Systems
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{
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public sealed class HandsSystem : SharedHandsSystem
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{
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly StackSystem _stackSystem = default!;
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[Dependency] private readonly ActionBlockerSystem _actionBlockerSystem = default!;
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[Dependency] private readonly SharedTransformSystem _transformSystem = default!;
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[Dependency] private readonly PullingSystem _pullingSystem = default!;
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[Dependency] private readonly ThrowingSystem _throwingSystem = default!;
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[Dependency] private readonly SharedBodySystem _bodySystem = default!; // Shitmed Change
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private EntityQuery<PhysicsComponent> _physicsQuery;
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/// <summary>
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/// Items dropped when the holder falls down will be launched in
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/// a direction offset by up to this many degrees from the holder's
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/// movement direction.
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/// </summary>
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private const float DropHeldItemsSpread = 45;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<HandsComponent, DisarmedEvent>(OnDisarmed, before: new[] {typeof(StunSystem), typeof(SharedStaminaSystem)});
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SubscribeLocalEvent<HandsComponent, BodyPartAddedEvent>(HandleBodyPartAdded);
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SubscribeLocalEvent<HandsComponent, BodyPartRemovedEvent>(HandleBodyPartRemoved);
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SubscribeLocalEvent<HandsComponent, ComponentGetState>(GetComponentState);
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SubscribeLocalEvent<HandsComponent, BeforeExplodeEvent>(OnExploded);
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SubscribeLocalEvent<HandsComponent, BodyPartEnabledEvent>(HandleBodyPartEnabled); // Shitmed Change
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SubscribeLocalEvent<HandsComponent, BodyPartDisabledEvent>(HandleBodyPartDisabled); // Shitmed Change
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SubscribeLocalEvent<HandsComponent, DropHandItemsEvent>(OnDropHandItems);
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CommandBinds.Builder
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.Bind(ContentKeyFunctions.ThrowItemInHand, new PointerInputCmdHandler(HandleThrowItem))
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.Register<HandsSystem>();
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_physicsQuery = GetEntityQuery<PhysicsComponent>();
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}
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public override void Shutdown()
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{
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base.Shutdown();
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CommandBinds.Unregister<HandsSystem>();
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}
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private void GetComponentState(EntityUid uid, HandsComponent hands, ref ComponentGetState args)
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{
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args.State = new HandsComponentState(hands);
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}
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private void OnExploded(Entity<HandsComponent> ent, ref BeforeExplodeEvent args)
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{
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if (ent.Comp.DisableExplosionRecursion)
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return;
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foreach (var held in EnumerateHeld(ent.AsNullable()))
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{
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args.Contents.Add(held);
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}
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}
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private void OnDisarmed(EntityUid uid, HandsComponent component, ref DisarmedEvent args)
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{
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if (args.Handled)
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return;
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// Break any pulls
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if (TryComp(uid, out PullerComponent? puller) && TryComp(puller.Pulling, out PullableComponent? pullable))
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_pullingSystem.TryStopPull(puller.Pulling.Value, pullable);
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var offsetRandomCoordinates = _transformSystem.GetMoverCoordinates(args.Target).Offset(_random.NextVector2(1f, 1.5f));
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if (!ThrowHeldItem(args.Target, offsetRandomCoordinates))
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return;
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args.PopupPrefix = "disarm-action-";
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args.Handled = true; // no shove/stun.
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}
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// Shitmed Change Start
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// Most of what was changed is that HandleBodyPartAdded just calls TryAddHand, and that has a bit of extra
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// logic for shitmed bullshit.
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private void TryAddHand(Entity<HandsComponent> ent, Entity<BodyPartComponent> part, string slot)
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// private void HandleBodyPartAdded(, ref BodyPartAddedEvent args)
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{
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if (part.Comp is null
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|| part.Comp.PartType != BodyPartType.Hand)
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return;
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// If this annoys you, which it should.
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// Ping Smugleaf.
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var location = part.Comp.Symmetry switch
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{
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BodyPartSymmetry.None => HandLocation.Middle,
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BodyPartSymmetry.Left => HandLocation.Left,
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BodyPartSymmetry.Right => HandLocation.Right,
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_ => throw new ArgumentOutOfRangeException(nameof(part.Comp.Symmetry))
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};
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if (part.Comp.Enabled
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&& _bodySystem.TryGetParentBodyPart(part, out var _, out var parentPartComp)
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&& parentPartComp.Enabled)
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AddHand(ent.AsNullable(), slot, location);
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}
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private void HandleBodyPartAdded(Entity<HandsComponent> ent, ref BodyPartAddedEvent args) {
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TryAddHand(ent, args.Part, args.Slot);
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}
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private void HandleBodyPartRemoved(EntityUid uid, HandsComponent component, ref BodyPartRemovedEvent args)
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{
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if (args.Part.Comp is null
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|| args.Part.Comp.PartType != BodyPartType.Hand)
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return;
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RemoveHand(uid, args.Slot);
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}
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private void HandleBodyPartEnabled(EntityUid uid, HandsComponent component, ref BodyPartEnabledEvent args) =>
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TryAddHand((uid, component), args.Part, SharedBodySystem.GetPartSlotContainerId(args.Part.Comp.ParentSlot?.Id ?? string.Empty));
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private void HandleBodyPartDisabled(EntityUid uid, HandsComponent component, ref BodyPartDisabledEvent args)
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{
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if (TerminatingOrDeleted(uid)
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|| args.Part.Comp is null
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|| args.Part.Comp.PartType != BodyPartType.Hand)
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return;
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RemoveHand(uid, SharedBodySystem.GetPartSlotContainerId(args.Part.Comp.ParentSlot?.Id ?? string.Empty));
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}
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// Shitmed Change End
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#region interactions
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private bool HandleThrowItem(ICommonSession? playerSession, EntityCoordinates coordinates, EntityUid entity)
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{
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if (playerSession?.AttachedEntity is not {Valid: true} player || !Exists(player) || !coordinates.IsValid(EntityManager))
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return false;
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return ThrowHeldItem(player, coordinates);
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}
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/// <summary>
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/// Throw the player's currently held item.
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/// </summary>
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public bool ThrowHeldItem(EntityUid player, EntityCoordinates coordinates, float minDistance = 0.1f)
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{
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if (ContainerSystem.IsEntityInContainer(player) ||
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!TryComp(player, out HandsComponent? hands) ||
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!TryGetActiveItem((player, hands), out var throwEnt) ||
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!_actionBlockerSystem.CanThrow(player, throwEnt.Value))
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return false;
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if (_timing.CurTime < hands.NextThrowTime)
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return false;
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hands.NextThrowTime = _timing.CurTime + hands.ThrowCooldown;
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if (TryComp(throwEnt, out StackComponent? stack) && stack.Count > 1 && stack.ThrowIndividually)
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{
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var splitStack = _stackSystem.Split(throwEnt.Value, 1, Comp<TransformComponent>(player).Coordinates, stack);
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if (splitStack is not {Valid: true})
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return false;
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throwEnt = splitStack.Value;
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}
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var direction = _transformSystem.ToMapCoordinates(coordinates).Position - _transformSystem.GetWorldPosition(player);
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if (direction == Vector2.Zero)
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return true;
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var length = direction.Length();
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var distance = Math.Clamp(length, minDistance, hands.ThrowRange);
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direction *= distance / length;
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var throwSpeed = hands.BaseThrowspeed;
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// Let other systems change the thrown entity (useful for virtual items)
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// or the throw strength.
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var ev = new BeforeThrowEvent(throwEnt.Value, direction, throwSpeed, player);
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RaiseLocalEvent(player, ref ev);
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if (ev.Cancelled)
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return true;
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// This can grief the above event so we raise it afterwards
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if (IsHolding((player, hands), throwEnt, out _) && !TryDrop(player, throwEnt.Value))
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return false;
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_throwingSystem.TryThrow(ev.ItemUid, ev.Direction, ev.ThrowSpeed, ev.PlayerUid, compensateFriction: !HasComp<LandAtCursorComponent>(ev.ItemUid));
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return true;
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}
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private void OnDropHandItems(Entity<HandsComponent> entity, ref DropHandItemsEvent args)
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{
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// If the holder doesn't have a physics component, they ain't moving
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var holderVelocity = _physicsQuery.TryComp(entity, out var physics) ? physics.LinearVelocity : Vector2.Zero;
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var spreadMaxAngle = Angle.FromDegrees(DropHeldItemsSpread);
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var fellEvent = new FellDownEvent(entity);
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RaiseLocalEvent(entity, fellEvent);
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if (HasComp<PreventDropOnDownedComponent>(entity)) // Frontier: stop dropping items when falling over.
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return; // Frontier
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var worldRotation = TransformSystem.GetWorldRotation(entity).ToVec();
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foreach (var hand in entity.Comp.Hands.Keys)
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{
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if (!TryGetHeldItem(entity.AsNullable(), hand, out var heldEntity))
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continue;
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var throwAttempt = new FellDownThrowAttemptEvent(entity);
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RaiseLocalEvent(heldEntity.Value, ref throwAttempt);
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if (throwAttempt.Cancelled)
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continue;
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if (!TryDrop(entity.AsNullable(), hand, checkActionBlocker: false))
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continue;
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// Rotate the item's throw vector a bit for each item
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var angleOffset = _random.NextAngle(-spreadMaxAngle, spreadMaxAngle);
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// Rotate the holder's velocity vector by the angle offset to get the item's velocity vector
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var itemVelocity = angleOffset.RotateVec(holderVelocity);
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// Decrease the distance of the throw by a random amount
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itemVelocity *= _random.NextFloat(1f);
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// Heavier objects don't get thrown as far
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// If the item doesn't have a physics component, it isn't going to get thrown anyway, but we'll assume infinite mass
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itemVelocity *= _physicsQuery.TryComp(heldEntity, out var heldPhysics) ? heldPhysics.InvMass : 0;
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// Throw at half the holder's intentional throw speed and
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// vary the speed a little to make it look more interesting
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var throwSpeed = entity.Comp.BaseThrowspeed * _random.NextFloat(0.45f, 0.55f);
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_throwingSystem.TryThrow(heldEntity.Value,
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itemVelocity,
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throwSpeed,
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entity,
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pushbackRatio: 0,
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compensateFriction: false
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);
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}
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}
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#endregion
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}
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}
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