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* Reapply "Nubody Merge" (#5807) This reverts commitd62f7cef10. * Revert "Nubody Merge (#5670)" This reverts commitb465cfb3fd. * Revert "IPC fibers (#4968)" This reverts commitc2b42211f0. * Revert "IPC Polymorph fix (#4545)" This reverts commitfa03d8c655. * Revert "fix IPC not having humanoid emotes (#4445)" This reverts commit216fdf999f. * Revert "ipc heat/cold (#4306)" This reverts commitfafd5cf816. * Revert "ipc cables (#4283)" This reverts commit54958039a1. * Revert "feat: ipcs now have dynamic power draw based off movement speed (#3917)" This reverts commit71e8b7e64b. * Revert "fix ipcs not being able to disarm (#3374)" This reverts commit764c4dcf54. * Revert "make steel heal caustic for ipcs (#3206)" This reverts commit450ac82550. * Revert "add missing ipc survival boxes (#3065)" This reverts commit888c9cdb00. * Revert "make borgs use ipc repairing (#3064)" This reverts commitf77a49dd0b. * Revert "Update hud.yml to add ipcs to diagnostic hud (#3019)" This reverts commit7220643531. * Revert "Tweak IPCs (#2979)" This reverts commit98b47476de. * Revert "fix nukies ipc test fail (#2957)" This reverts commit4a1acbf863. * Revert "fix ipc nukies not getting comms (#2884)" This reverts commit8a2254770e. * Revert "fix ipc encryption key mispredict (#2879)" This reverts commitf08726efc1. * Revert "Merge pull request #2800 from Spielern/port-ipc" This reverts commit822fa4312c, reversing changes made tofe4c23c702. * Remove and Fix rest of IPC Hangons causing crashes * Integration test Errors * Expand migration file with removed IPC stuff * IPC Leg was found and migrated to naught * Revert "Merge pull request #2542 from deltanedas/shitmed-ops" This reverts commit83a8002922, reversing changes made tobaa89b0052. * Revert "Set up surgical augments infrastructure & add tool panel augments (#3059)" This reverts commita40f0be6fd. * Revert "Psionic Prosthetics (#4689)" This reverts commit2679bb238a. * Revert "Add surgical cleanliness and sanitation (#2847)" This reverts commit64565ba4f7. * Remove unremoved mentions * Revert "Add autoclave to easily sanitize large amounts of items and faster (#2933)" This reverts commitd0da90fa2e. * Shit Med Removed * Remove _ShitMed Folders and fix Errors in Console * Add OrganAnimalBrain into the mirgraiton file * Heads no Input Mover * Monke * Full migration file I guess * oops * shiv state fix * Restore accidental deleted recipe * Forgot one flt mention * Fix more issues * Comment out Damage Visual for motorkind for now * Motorkind... * Commenting stuff out for now * thought there'd be more of this to gut --------- Co-authored-by: Janet Blackquill <uhhadd@gmail.com>
212 lines
7.8 KiB
C#
212 lines
7.8 KiB
C#
using Content.Shared.Examine;
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using Content.Shared.Mobs;
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using Content.Shared.Mobs.Systems;
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using Content.Shared.Stealth.Components;
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using Robust.Shared.GameStates;
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using Robust.Shared.Timing;
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namespace Content.Shared.Stealth;
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public abstract class SharedStealthSystem : EntitySystem
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{
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[Dependency] private readonly IGameTiming _timing = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<StealthComponent, ComponentGetState>(OnStealthGetState);
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SubscribeLocalEvent<StealthComponent, ComponentHandleState>(OnStealthHandleState);
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SubscribeLocalEvent<StealthOnMoveComponent, MoveEvent>(OnMove);
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SubscribeLocalEvent<StealthOnMoveComponent, GetVisibilityModifiersEvent>(OnGetVisibilityModifiers);
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SubscribeLocalEvent<StealthComponent, EntityPausedEvent>(OnPaused);
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SubscribeLocalEvent<StealthComponent, EntityUnpausedEvent>(OnUnpaused);
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SubscribeLocalEvent<StealthComponent, ComponentInit>(OnInit);
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SubscribeLocalEvent<StealthComponent, ExamineAttemptEvent>(OnExamineAttempt);
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SubscribeLocalEvent<StealthComponent, ExaminedEvent>(OnExamined);
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SubscribeLocalEvent<StealthComponent, MobStateChangedEvent>(OnMobStateChanged);
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}
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private void OnExamineAttempt(EntityUid uid, StealthComponent component, ExamineAttemptEvent args)
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{
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if (!component.Enabled || GetVisibility(uid, component) > component.ExamineThreshold)
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return;
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// Don't block examine for owner or children of the cloaked entity.
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// Containers and the like should already block examining, so not bothering to check for occluding containers.
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var source = args.Examiner;
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do
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{
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if (source == uid)
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return;
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source = Transform(source).ParentUid;
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}
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while (source.IsValid());
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args.Cancel();
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}
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private void OnExamined(EntityUid uid, StealthComponent component, ExaminedEvent args)
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{
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if (component.Enabled)
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args.PushMarkup(Loc.GetString(component.ExaminedDesc, ("target", uid)));
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}
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public virtual void SetEnabled(EntityUid uid, bool value, StealthComponent? component = null)
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{
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if (!Resolve(uid, ref component, false) || component.Enabled == value)
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return;
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component.Enabled = value;
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Dirty(uid, component);
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}
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private void OnMobStateChanged(EntityUid uid, StealthComponent component, MobStateChangedEvent args)
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{
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if (args.NewMobState == MobState.Dead)
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{
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component.Enabled = component.EnabledOnDeath;
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}
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else
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{
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component.Enabled = true;
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}
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Dirty(uid, component);
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}
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private void OnPaused(EntityUid uid, StealthComponent component, ref EntityPausedEvent args)
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{
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component.LastVisibility = GetVisibility(uid, component);
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component.LastUpdated = null;
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Dirty(uid, component);
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}
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private void OnUnpaused(EntityUid uid, StealthComponent component, ref EntityUnpausedEvent args)
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{
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component.LastUpdated = _timing.CurTime;
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Dirty(uid, component);
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}
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protected virtual void OnInit(EntityUid uid, StealthComponent component, ComponentInit args)
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{
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if (component.LastUpdated != null || Paused(uid))
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return;
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component.LastUpdated = _timing.CurTime;
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}
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private void OnStealthGetState(EntityUid uid, StealthComponent component, ref ComponentGetState args)
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{
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args.State = new StealthComponentState(component.LastVisibility, component.LastUpdated, component.Enabled);
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}
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private void OnStealthHandleState(EntityUid uid, StealthComponent component, ref ComponentHandleState args)
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{
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if (args.Current is not StealthComponentState cast)
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return;
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SetEnabled(uid, cast.Enabled, component);
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component.LastVisibility = cast.Visibility;
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component.LastUpdated = cast.LastUpdated;
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}
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private void OnMove(EntityUid uid, StealthOnMoveComponent component, ref MoveEvent args)
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{
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if (_timing.ApplyingState)
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return;
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if (args.NewPosition.EntityId != args.OldPosition.EntityId)
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return;
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var delta = component.MovementVisibilityRate * (args.NewPosition.Position - args.OldPosition.Position).Length();
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ModifyVisibility(uid, delta);
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}
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private void OnGetVisibilityModifiers(EntityUid uid, StealthOnMoveComponent component, GetVisibilityModifiersEvent args)
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{
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var mod = args.SecondsSinceUpdate * component.PassiveVisibilityRate;
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args.FlatModifier += mod;
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}
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/// <summary>
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/// Modifies the visibility based on the delta provided.
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/// </summary>
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/// <param name="delta">The delta to be used in visibility calculation.</param>
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public void ModifyVisibility(EntityUid uid, float delta, StealthComponent? component = null)
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{
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if (delta == 0 || !Resolve(uid, ref component))
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return;
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if (component.LastUpdated != null)
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{
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component.LastVisibility = GetVisibility(uid, component);
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component.LastUpdated = _timing.CurTime;
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}
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component.LastVisibility = Math.Clamp(component.LastVisibility + delta, component.MinVisibility, component.MaxVisibility);
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Dirty(uid, component);
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}
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/// <summary>
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/// Sets the visibility directly with no modifications
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/// </summary>
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/// <param name="value">The value to set the visibility to. -1 is fully invisible, 1 is fully visible</param>
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public void SetVisibility(EntityUid uid, float value, StealthComponent? component = null)
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{
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if (!Resolve(uid, ref component))
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return;
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component.LastVisibility = Math.Clamp(value, component.MinVisibility, component.MaxVisibility);
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if (component.LastUpdated != null)
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component.LastUpdated = _timing.CurTime;
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Dirty(uid, component);
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}
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/// <summary>
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/// Gets the current visibility from the <see cref="StealthComponent"/>
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/// Use this instead of getting LastVisibility from the component directly.
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/// </summary>
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/// <returns>Returns a calculation that accounts for any stealth change that happened since last update, otherwise
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/// returns based on if it can resolve the component. Note that the returned value may be larger than the components
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/// maximum stealth value if it is currently disabled.</returns>
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public float GetVisibility(EntityUid uid, StealthComponent? component = null)
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{
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if (!Resolve(uid, ref component) || !component.Enabled)
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return 1;
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if (component.LastUpdated == null)
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return component.LastVisibility;
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var deltaTime = _timing.CurTime - component.LastUpdated.Value;
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var ev = new GetVisibilityModifiersEvent(uid, component, (float) deltaTime.TotalSeconds, 0f);
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RaiseLocalEvent(uid, ev, false);
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return Math.Clamp(component.LastVisibility + ev.FlatModifier, component.MinVisibility, component.MaxVisibility);
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}
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/// <summary>
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/// Used to run through any stealth effecting components on the entity.
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/// </summary>
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private sealed class GetVisibilityModifiersEvent : EntityEventArgs
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{
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public readonly StealthComponent Stealth;
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public readonly float SecondsSinceUpdate;
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/// <summary>
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/// Calculate this and add to it. Do not divide, multiply, or overwrite.
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/// The sum will be added to the stealth component's visibility.
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/// </summary>
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public float FlatModifier;
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public GetVisibilityModifiersEvent(EntityUid uid, StealthComponent stealth, float secondsSinceUpdate, float flatModifier)
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{
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Stealth = stealth;
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SecondsSinceUpdate = secondsSinceUpdate;
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FlatModifier = flatModifier;
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}
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}
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}
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