mirror of
https://github.com/DeltaV-Station/Delta-v.git
synced 2026-09-30 16:17:27 +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...
305 lines
11 KiB
C#
305 lines
11 KiB
C#
using System.Diagnostics.CodeAnalysis;
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using Content.Shared.ActionBlocker;
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using Content.Shared.Buckle.Components;
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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.Interaction;
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using Content.Shared.Mobs.Systems;
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using Content.Shared.Movement.Events;
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using Content.Shared.Throwing;
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using Content.Shared.Toggleable;
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using Robust.Shared.Audio;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Containers;
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using Robust.Shared.Map;
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using Robust.Shared.Network;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Physics.Systems;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Weapons.Misc;
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public abstract partial class SharedTetherGunSystem : EntitySystem
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{
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[Dependency] private readonly INetManager _netManager = default!;
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[Dependency] private readonly ActionBlockerSystem _blocker = default!;
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[Dependency] private readonly SharedHandsSystem _hands = default!;
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[Dependency] private readonly MobStateSystem _mob = default!;
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[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly SharedContainerSystem _container = default!;
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[Dependency] private readonly SharedJointSystem _joints = default!;
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[Dependency] private readonly SharedPhysicsSystem _physics = default!;
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[Dependency] protected readonly SharedTransformSystem TransformSystem = default!;
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[Dependency] private readonly ThrowingSystem _throwing = default!;
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[Dependency] private readonly ThrownItemSystem _thrown = default!;
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private const string TetherJoint = "tether";
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private const float SpinVelocity = MathF.PI;
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private const float AngularChange = 1f;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<TetherGunComponent, ActivateInWorldEvent>(OnTetherActivate);
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SubscribeLocalEvent<TetherGunComponent, AfterInteractEvent>(OnTetherRanged);
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SubscribeAllEvent<RequestTetherMoveEvent>(OnTetherMove);
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SubscribeLocalEvent<TetheredComponent, BuckleAttemptEvent>(OnTetheredBuckleAttempt);
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SubscribeLocalEvent<TetheredComponent, UpdateCanMoveEvent>(OnTetheredUpdateCanMove);
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SubscribeLocalEvent<TetheredComponent, EntGotInsertedIntoContainerMessage>(OnTetheredContainerInserted);
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InitializeForce();
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}
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private void OnTetheredContainerInserted(EntityUid uid, TetheredComponent component, EntGotInsertedIntoContainerMessage args)
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{
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if (TryComp<TetherGunComponent>(component.Tetherer, out var tetherGun))
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{
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StopTether(component.Tetherer, tetherGun);
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return;
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}
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if (TryComp<ForceGunComponent>(component.Tetherer, out var forceGun))
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{
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StopTether(component.Tetherer, forceGun);
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return;
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}
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}
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private void OnTetheredBuckleAttempt(EntityUid uid, TetheredComponent component, ref BuckleAttemptEvent args)
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{
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args.Cancelled = true;
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}
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private void OnTetheredUpdateCanMove(EntityUid uid, TetheredComponent component, UpdateCanMoveEvent args)
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{
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args.Cancel();
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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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// Just to set the angular velocity due to joint funnies
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var tetheredQuery = EntityQueryEnumerator<TetheredComponent, PhysicsComponent>();
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while (tetheredQuery.MoveNext(out var uid, out _, out var physics))
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{
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var sign = Math.Sign(physics.AngularVelocity);
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if (sign == 0)
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{
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sign = 1;
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}
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var targetVelocity = MathF.PI * sign;
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var shortFall = Math.Clamp(targetVelocity - physics.AngularVelocity, -SpinVelocity, SpinVelocity);
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shortFall *= frameTime * AngularChange;
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_physics.ApplyAngularImpulse(uid, shortFall, body: physics);
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}
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}
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private void OnTetherMove(RequestTetherMoveEvent msg, EntitySessionEventArgs args)
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{
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var user = args.SenderSession.AttachedEntity;
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if (user == null)
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return;
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if (!TryGetTetherGun(user.Value, out var gunUid, out var gun) || gun.TetherEntity == null)
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{
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return;
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}
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var coords = GetCoordinates(msg.Coordinates);
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if (!coords.TryDistance(EntityManager, TransformSystem, Transform(gunUid.Value).Coordinates,
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out var distance) ||
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distance > gun.MaxDistance)
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{
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return;
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}
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TransformSystem.SetCoordinates(gun.TetherEntity.Value, coords);
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}
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private void OnTetherRanged(EntityUid uid, TetherGunComponent component, AfterInteractEvent args)
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{
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if (args.Target == null || args.Handled)
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return;
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TryTether(uid, args.Target.Value, args.User, component);
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}
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protected bool TryGetTetherGun(EntityUid user, [NotNullWhen(true)] out EntityUid? gunUid, [NotNullWhen(true)] out TetherGunComponent? gun)
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{
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gunUid = null;
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gun = null;
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if (!_hands.TryGetActiveItem(user, out var activeItem) ||
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!TryComp(activeItem, out gun) ||
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_container.IsEntityInContainer(user))
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{
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return false;
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}
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gunUid = activeItem.Value;
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return true;
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}
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private void OnTetherActivate(EntityUid uid, TetherGunComponent component, ActivateInWorldEvent args)
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{
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if (!args.Complex)
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return;
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StopTether(uid, component);
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}
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public bool TryTether(EntityUid gun, EntityUid target, EntityUid? user, BaseForceGunComponent? component = null)
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{
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if (!Resolve(gun, ref component))
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return false;
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if (!CanTether(gun, component, target, user))
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return false;
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StartTether(gun, component, target, user);
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return true;
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}
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protected virtual bool CanTether(EntityUid uid, BaseForceGunComponent component, EntityUid target, EntityUid? user)
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{
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if (HasComp<TetheredComponent>(target) || !TryComp<PhysicsComponent>(target, out var physics))
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return false;
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if (physics.BodyType == BodyType.Static && !component.CanUnanchor ||
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_container.IsEntityInContainer(target))
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return false;
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if (physics.Mass > component.MassLimit)
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return false;
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if (!component.CanTetherAlive && _mob.IsAlive(target))
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return false;
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if (TryComp<StrapComponent>(target, out var strap) && strap.BuckledEntities.Count > 0)
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return false;
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return true;
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}
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protected virtual void StartTether(EntityUid gunUid, BaseForceGunComponent component, EntityUid target, EntityUid? user,
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PhysicsComponent? targetPhysics = null, TransformComponent? targetXform = null)
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{
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if (!Resolve(target, ref targetPhysics, ref targetXform))
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return;
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if (component.Tethered != null)
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{
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StopTether(gunUid, component, true);
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}
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TryComp<AppearanceComponent>(gunUid, out var appearance);
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_appearance.SetData(gunUid, TetherVisualsStatus.Key, true, appearance);
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_appearance.SetData(gunUid, ToggleableVisuals.Enabled, true, appearance);
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// Target updates
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TransformSystem.Unanchor(target, targetXform);
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component.Tethered = target;
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var tethered = EnsureComp<TetheredComponent>(target);
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_physics.SetBodyStatus(target, targetPhysics, BodyStatus.InAir, false);
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_physics.SetSleepingAllowed(target, targetPhysics, false);
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tethered.Tetherer = gunUid;
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tethered.OriginalAngularDamping = targetPhysics.AngularDamping;
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_physics.SetAngularDamping(target, targetPhysics, 0f);
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_physics.SetLinearDamping(target, targetPhysics, 0f);
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_physics.SetAngularVelocity(target, SpinVelocity, body: targetPhysics);
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_physics.WakeBody(target, body: targetPhysics);
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var thrown = EnsureComp<ThrownItemComponent>(component.Tethered.Value);
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thrown.Thrower = gunUid;
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_blocker.UpdateCanMove(target);
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// Invisible tether entity
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var tether = Spawn("TetherEntity", TransformSystem.GetMapCoordinates(target));
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var tetherPhysics = Comp<PhysicsComponent>(tether);
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component.TetherEntity = tether;
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_physics.WakeBody(tether);
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var joint = _joints.CreateMouseJoint(tether, target, id: TetherJoint);
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SharedJointSystem.LinearStiffness(component.Frequency, component.DampingRatio, tetherPhysics.Mass, targetPhysics.Mass, out var stiffness, out var damping);
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joint.Stiffness = stiffness;
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joint.Damping = damping;
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joint.MaxForce = component.MaxForce;
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// Sad...
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if (_netManager.IsServer && component.Stream == null)
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component.Stream = _audio.PlayPredicted(component.Sound, gunUid, null)?.Entity;
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Dirty(target, tethered);
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Dirty(gunUid, component);
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}
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protected virtual void StopTether(EntityUid gunUid, BaseForceGunComponent component, bool land = true, bool transfer = false)
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{
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if (component.Tethered == null)
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return;
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if (component.TetherEntity != null)
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{
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_joints.RemoveJoint(component.TetherEntity.Value, TetherJoint);
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if (_netManager.IsServer)
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QueueDel(component.TetherEntity.Value);
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component.TetherEntity = null;
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}
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if (TryComp<PhysicsComponent>(component.Tethered, out var targetPhysics))
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{
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if (land)
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{
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var thrown = EnsureComp<ThrownItemComponent>(component.Tethered.Value);
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_thrown.LandComponent(component.Tethered.Value, thrown, targetPhysics, true);
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_thrown.StopThrow(component.Tethered.Value, thrown);
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}
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_physics.SetBodyStatus(component.Tethered.Value, targetPhysics, BodyStatus.OnGround);
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_physics.SetSleepingAllowed(component.Tethered.Value, targetPhysics, true);
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_physics.SetAngularDamping(component.Tethered.Value, targetPhysics, Comp<TetheredComponent>(component.Tethered.Value).OriginalAngularDamping);
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}
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if (!transfer)
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{
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_audio.Stop(component.Stream);
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component.Stream = null;
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}
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TryComp<AppearanceComponent>(gunUid, out var appearance);
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_appearance.SetData(gunUid, TetherVisualsStatus.Key, false, appearance);
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_appearance.SetData(gunUid, ToggleableVisuals.Enabled, false, appearance);
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RemComp<TetheredComponent>(component.Tethered.Value);
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_blocker.UpdateCanMove(component.Tethered.Value);
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component.Tethered = null;
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Dirty(gunUid, component);
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}
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[Serializable, NetSerializable]
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protected sealed class RequestTetherMoveEvent : EntityEventArgs
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{
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public NetCoordinates Coordinates;
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}
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[Serializable, NetSerializable]
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public enum TetherVisualsStatus : byte
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{
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Key,
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}
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}
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