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...
348 lines
14 KiB
C#
348 lines
14 KiB
C#
using Content.Shared.Administration.Logs;
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using Content.Shared.Chemistry.EntitySystems;
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using Content.Shared.DoAfter;
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using Content.Shared.Examine;
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using Content.Shared.Interaction;
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using Content.Shared.Item.ItemToggle;
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using Content.Shared.Maps;
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using Content.Shared.Popups;
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using Content.Shared.Tools.Components;
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using Content.Shared.Whitelist; //imp
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using JetBrains.Annotations;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Map;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization;
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using Robust.Shared.Timing;
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using Robust.Shared.Utility;
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namespace Content.Shared.Tools.Systems;
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public abstract partial class SharedToolSystem : EntitySystem
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{
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[Dependency] private readonly EntityWhitelistSystem _whitelist = default!; //imp
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly IPrototypeManager _protoMan = default!;
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[Dependency] protected readonly ISharedAdminLogManager AdminLogger = default!;
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[Dependency] private readonly ITileDefinitionManager _tileDefManager = default!;
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[Dependency] private readonly SharedAudioSystem _audioSystem = default!;
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[Dependency] private readonly SharedDoAfterSystem _doAfterSystem = default!;
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[Dependency] protected readonly SharedInteractionSystem InteractionSystem = default!;
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[Dependency] protected readonly ItemToggleSystem ItemToggle = default!;
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[Dependency] private readonly SharedMapSystem _maps = default!;
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[Dependency] private readonly SharedPopupSystem _popup = default!;
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[Dependency] protected readonly SharedSolutionContainerSystem SolutionContainerSystem = default!;
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[Dependency] private readonly SharedTransformSystem _transformSystem = default!;
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[Dependency] private readonly TileSystem _tiles = default!;
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[Dependency] private readonly TurfSystem _turfs = default!;
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public const string CutQuality = "Cutting";
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public const string PulseQuality = "Pulsing";
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public override void Initialize()
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{
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InitializeMultipleTool();
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InitializeTile();
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InitializeWelder();
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InitializeSolutionRefuel(); // imp
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SubscribeLocalEvent<ToolComponent, ToolDoAfterEvent>(OnDoAfter);
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SubscribeLocalEvent<ToolComponent, ExaminedEvent>(OnExamine);
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}
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private void OnDoAfter(EntityUid uid, ToolComponent tool, ToolDoAfterEvent args)
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{
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if (!args.Cancelled)
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PlayToolSound(uid, tool, args.User);
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var ev = args.WrappedEvent;
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ev.DoAfter = args.DoAfter;
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if (args.OriginalTarget != null)
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RaiseLocalEvent(GetEntity(args.OriginalTarget.Value), (object) ev);
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else
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RaiseLocalEvent((object) ev);
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}
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private void OnExamine(Entity<ToolComponent> ent, ref ExaminedEvent args)
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{
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// If the tool has no qualities, exit early
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if (ent.Comp.Qualities.Count == 0)
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return;
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var message = new FormattedMessage();
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// Create a list to store tool quality names
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var toolQualities = new List<string>();
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// Loop through tool qualities and add localized names to the list
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foreach (var toolQuality in ent.Comp.Qualities)
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{
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if (_protoMan.TryIndex<ToolQualityPrototype>(toolQuality ?? string.Empty, out var protoToolQuality))
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{
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toolQualities.Add(Loc.GetString(protoToolQuality.Name));
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}
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}
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// Combine the qualities into a single string and localize the final message
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var qualitiesString = string.Join(", ", toolQualities);
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// Add the localized message to the FormattedMessage object
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message.AddMarkupPermissive(Loc.GetString("tool-component-qualities", ("qualities", qualitiesString)));
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args.PushMessage(message);
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}
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public void PlayToolSound(EntityUid uid, ToolComponent tool, EntityUid? user)
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{
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if (tool.UseSound == null)
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return;
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_audioSystem.PlayPredicted(tool.UseSound, uid, user);
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}
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/// <summary>
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/// Attempts to use a tool on some entity, which will start a DoAfter. Returns true if an interaction occurred.
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/// Note that this does not mean the interaction was successful, you need to listen for the DoAfter event.
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/// </summary>
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/// <param name="tool">The tool to use</param>
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/// <param name="user">The entity using the tool</param>
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/// <param name="target">The entity that the tool is being used on. This is also the entity that will receive the
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/// event. If null, the event will be broadcast</param>
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/// <param name="doAfterDelay">The base tool use delay (seconds). This will be modified by the tool's quality</param>
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/// <param name="toolQualitiesNeeded">The qualities needed for this tool to work.</param>
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/// <param name="doAfterEv">The event that will be raised when the tool has finished (including cancellation). Event
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/// will be directed at the tool target.</param>
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/// <param name="fuel">Amount of fuel that should be taken from the tool.</param>
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/// <param name="toolComponent">The tool component.</param>
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/// <returns>Returns true if any interaction takes place.</returns>
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public bool UseTool(
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EntityUid tool,
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EntityUid user,
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EntityUid? target,
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float doAfterDelay,
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[ForbidLiteral] IEnumerable<string> toolQualitiesNeeded,
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DoAfterEvent doAfterEv,
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float fuel = 0,
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ToolComponent? toolComponent = null)
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{
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return UseTool(tool,
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user,
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target,
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TimeSpan.FromSeconds(doAfterDelay),
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toolQualitiesNeeded,
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doAfterEv,
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out _,
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fuel,
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toolComponent);
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}
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/// <summary>
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/// Attempts to use a tool on some entity, which will start a DoAfter. Returns true if an interaction occurred.
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/// Note that this does not mean the interaction was successful, you need to listen for the DoAfter event.
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/// </summary>
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/// <param name="tool">The tool to use</param>
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/// <param name="user">The entity using the tool</param>
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/// <param name="target">The entity that the tool is being used on. This is also the entity that will receive the
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/// event. If null, the event will be broadcast</param>
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/// <param name="delay">The base tool use delay. This will be modified by the tool's quality</param>
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/// <param name="toolQualitiesNeeded">The qualities needed for this tool to work.</param>
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/// <param name="doAfterEv">The event that will be raised when the tool has finished (including cancellation). Event
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/// will be directed at the tool target.</param>
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/// <param name="id">The id of the DoAfter that was created. This may be null even if the function returns true in
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/// the event that this tool-use cancelled an existing DoAfter</param>
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/// <param name="fuel">Amount of fuel that should be taken from the tool.</param>
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/// <param name="toolComponent">The tool component.</param>
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/// <returns>Returns true if any interaction takes place.</returns>
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public bool UseTool(
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EntityUid tool,
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EntityUid user,
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EntityUid? target,
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TimeSpan delay,
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[ForbidLiteral] IEnumerable<string> toolQualitiesNeeded,
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DoAfterEvent doAfterEv,
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out DoAfterId? id,
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float fuel = 0,
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ToolComponent? toolComponent = null)
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{
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id = null;
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if (!Resolve(tool, ref toolComponent, false))
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return false;
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if (!CanStartToolUse(tool, user, target, fuel, toolQualitiesNeeded, toolComponent))
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return false;
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var toolEvent = new ToolDoAfterEvent(fuel, doAfterEv, GetNetEntity(target));
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var doAfterArgs = new DoAfterArgs(EntityManager, user, delay / toolComponent.SpeedModifier, toolEvent, tool, target: target, used: tool)
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{
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BreakOnDamage = true,
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BreakOnMove = true,
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BreakOnWeightlessMove = false,
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NeedHand = tool != user,
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AttemptFrequency = fuel > 0 ? AttemptFrequency.EveryTick : AttemptFrequency.Never
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};
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_doAfterSystem.TryStartDoAfter(doAfterArgs, out id);
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return true;
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}
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/// <summary>
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/// Attempts to use a tool on some entity, which will start a DoAfter. Returns true if an interaction occurred.
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/// Note that this does not mean the interaction was successful, you need to listen for the DoAfter event.
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/// </summary>
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/// <param name="tool">The tool to use</param>
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/// <param name="user">The entity using the tool</param>
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/// <param name="target">The entity that the tool is being used on. This is also the entity that will receive the
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/// event. If null, the event will be broadcast</param>
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/// <param name="doAfterDelay">The base tool use delay (seconds). This will be modified by the tool's quality</param>
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/// <param name="toolQualityNeeded">The quality needed for this tool to work.</param>
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/// <param name="doAfterEv">The event that will be raised when the tool has finished (including cancellation). Event
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/// will be directed at the tool target.</param>
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/// <param name="fuel">Amount of fuel that should be taken from the tool.</param>
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/// <param name="toolComponent">The tool component.</param>
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/// <returns>Returns true if any interaction takes place.</returns>
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public bool UseTool(
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EntityUid tool,
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EntityUid user,
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EntityUid? target,
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float doAfterDelay,
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[ForbidLiteral] string toolQualityNeeded,
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DoAfterEvent doAfterEv,
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float fuel = 0,
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ToolComponent? toolComponent = null)
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{
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return UseTool(tool,
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user,
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target,
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TimeSpan.FromSeconds(doAfterDelay),
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new[] { toolQualityNeeded },
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doAfterEv,
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out _,
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fuel,
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toolComponent);
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}
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/// <summary>
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/// Whether a tool entity has the specified quality or not.
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/// </summary>
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public bool HasQuality(EntityUid uid, [ForbidLiteral] string quality, ToolComponent? tool = null)
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{
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return Resolve(uid, ref tool, false) && tool.Qualities.Contains(quality);
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}
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/// <summary>
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/// Whether a tool entity has all specified qualities or not.
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/// </summary>
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[PublicAPI]
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public bool HasAllQualities(EntityUid uid, [ForbidLiteral] IEnumerable<string> qualities, ToolComponent? tool = null)
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{
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return Resolve(uid, ref tool, false) && tool.Qualities.ContainsAll(qualities);
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}
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private bool CanStartToolUse(EntityUid tool, EntityUid user, EntityUid? target, float fuel, IEnumerable<string> toolQualitiesNeeded, ToolComponent? toolComponent = null)
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{
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if (!Resolve(tool, ref toolComponent))
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return false;
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// check if the tool can do what's required
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if (!toolComponent.Qualities.ContainsAll(toolQualitiesNeeded))
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return false;
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// check if the user allows using the tool
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var ev = new ToolUserAttemptUseEvent(target);
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RaiseLocalEvent(user, ref ev);
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if (ev.Cancelled)
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return false;
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// check if the tool allows being used
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var beforeAttempt = new ToolUseAttemptEvent(user, fuel);
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RaiseLocalEvent(tool, beforeAttempt);
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if (beforeAttempt.Cancelled)
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return false;
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// check if the target allows using the tool
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if (target != null && target != tool)
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{
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RaiseLocalEvent(target.Value, beforeAttempt);
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}
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return !beforeAttempt.Cancelled;
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}
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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UpdateWelders();
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}
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#region DoAfterEvents
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[Serializable, NetSerializable]
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protected sealed partial class ToolDoAfterEvent : DoAfterEvent
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{
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[DataField]
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public float Fuel;
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/// <summary>
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/// Entity that the wrapped do after event will get directed at. If null, event will be broadcast.
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/// </summary>
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[DataField("target")]
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public NetEntity? OriginalTarget;
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[DataField("wrappedEvent")]
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public DoAfterEvent WrappedEvent = default!;
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private ToolDoAfterEvent()
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{
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}
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public ToolDoAfterEvent(float fuel, DoAfterEvent wrappedEvent, NetEntity? originalTarget)
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{
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DebugTools.Assert(wrappedEvent.GetType().HasCustomAttribute<NetSerializableAttribute>(), "Tool event is not serializable");
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Fuel = fuel;
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WrappedEvent = wrappedEvent;
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OriginalTarget = originalTarget;
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}
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public override DoAfterEvent Clone()
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{
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var evClone = WrappedEvent.Clone();
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// Most DoAfter events are immutable
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if (evClone == WrappedEvent)
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return this;
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return new ToolDoAfterEvent(Fuel, evClone, OriginalTarget);
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}
|
|
|
|
public override bool IsDuplicate(DoAfterEvent other)
|
|
{
|
|
return other is ToolDoAfterEvent toolDoAfter && WrappedEvent.IsDuplicate(toolDoAfter.WrappedEvent);
|
|
}
|
|
}
|
|
|
|
[Serializable, NetSerializable]
|
|
protected sealed partial class LatticeCuttingCompleteEvent : DoAfterEvent
|
|
{
|
|
[DataField(required:true)]
|
|
public NetCoordinates Coordinates;
|
|
|
|
private LatticeCuttingCompleteEvent()
|
|
{
|
|
}
|
|
|
|
public LatticeCuttingCompleteEvent(NetCoordinates coordinates)
|
|
{
|
|
Coordinates = coordinates;
|
|
}
|
|
|
|
public override DoAfterEvent Clone() => this;
|
|
}
|
|
}
|
|
|
|
[Serializable, NetSerializable]
|
|
public sealed partial class CableCuttingFinishedEvent : SimpleDoAfterEvent;
|
|
|
|
#endregion
|