mirror of
https://github.com/DeltaV-Station/Delta-v.git
synced 2026-09-29 23:57:29 +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...
351 lines
13 KiB
C#
351 lines
13 KiB
C#
using Content.Server.Administration.Logs;
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using Content.Server.Body.Systems;
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using Content.Shared.EntityEffects.Effects;
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using Content.Server.Spreader;
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using Content.Shared.Body.Components;
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using Content.Shared.Chemistry;
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using Content.Shared.Chemistry.Components;
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using Content.Shared.Chemistry.EntitySystems;
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using Content.Shared.Chemistry.Reaction;
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using Content.Shared.Chemistry.Reagent;
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using Content.Shared.Database;
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using Content.Shared.FixedPoint;
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using Content.Shared.Smoking;
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using Robust.Server.GameObjects;
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using Robust.Shared.Map.Components;
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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.Events;
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using Robust.Shared.Physics.Systems;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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using Robust.Shared.Timing;
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using System.Linq;
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using TimedDespawnComponent = Robust.Shared.Spawners.TimedDespawnComponent;
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namespace Content.Server.Fluids.EntitySystems;
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/// <summary>
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/// Handles non-atmos solution entities similar to puddles.
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/// </summary>
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public sealed class SmokeSystem : EntitySystem
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{
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// If I could do it all again this could probably use a lot more of puddles.
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[Dependency] private readonly IAdminLogManager _logger = default!;
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly SharedMapSystem _map = default!;
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[Dependency] private readonly IPrototypeManager _prototype = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly AppearanceSystem _appearance = default!;
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[Dependency] private readonly BloodstreamSystem _blood = default!;
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[Dependency] private readonly InternalsSystem _internals = default!;
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[Dependency] private readonly ReactiveSystem _reactive = default!;
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[Dependency] private readonly SharedBroadphaseSystem _broadphase = default!;
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[Dependency] private readonly SharedPhysicsSystem _physics = default!;
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[Dependency] private readonly SharedSolutionContainerSystem _solutionContainerSystem = default!;
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private EntityQuery<SmokeComponent> _smokeQuery;
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private EntityQuery<SmokeAffectedComponent> _smokeAffectedQuery;
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/// <inheritdoc/>
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public override void Initialize()
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{
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base.Initialize();
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_smokeQuery = GetEntityQuery<SmokeComponent>();
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_smokeAffectedQuery = GetEntityQuery<SmokeAffectedComponent>();
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SubscribeLocalEvent<SmokeComponent, StartCollideEvent>(OnStartCollide);
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SubscribeLocalEvent<SmokeComponent, EndCollideEvent>(OnEndCollide);
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SubscribeLocalEvent<SmokeComponent, ReactionAttemptEvent>(OnReactionAttempt);
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SubscribeLocalEvent<SmokeComponent, SolutionRelayEvent<ReactionAttemptEvent>>(OnReactionAttempt);
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SubscribeLocalEvent<SmokeComponent, SpreadNeighborsEvent>(OnSmokeSpread);
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}
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/// <inheritdoc/>
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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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var query = EntityQueryEnumerator<SmokeAffectedComponent>();
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var curTime = _timing.CurTime;
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while (query.MoveNext(out var uid, out var smoke))
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{
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if (curTime < smoke.NextSecond)
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continue;
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smoke.NextSecond += TimeSpan.FromSeconds(1);
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SmokeReact(uid, smoke.SmokeEntity);
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}
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}
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private void OnStartCollide(Entity<SmokeComponent> entity, ref StartCollideEvent args)
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{
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if (_smokeAffectedQuery.HasComponent(args.OtherEntity))
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return;
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var smokeAffected = AddComp<SmokeAffectedComponent>(args.OtherEntity);
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smokeAffected.SmokeEntity = entity;
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smokeAffected.NextSecond = _timing.CurTime + TimeSpan.FromSeconds(1);
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}
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private void OnEndCollide(Entity<SmokeComponent> entity, ref EndCollideEvent args)
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{
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// if we are already in smoke, make sure the thing we are exiting is the current smoke we are in.
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if (_smokeAffectedQuery.TryGetComponent(args.OtherEntity, out var smokeAffectedComponent))
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{
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if (smokeAffectedComponent.SmokeEntity != entity.Owner)
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return;
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}
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var exists = Exists(entity);
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if (!TryComp<PhysicsComponent>(args.OtherEntity, out var body))
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return;
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foreach (var ent in _physics.GetContactingEntities(args.OtherEntity, body))
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{
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if (exists && ent == entity.Owner)
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continue;
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if (!_smokeQuery.HasComponent(ent))
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continue;
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smokeAffectedComponent ??= EnsureComp<SmokeAffectedComponent>(args.OtherEntity);
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smokeAffectedComponent.SmokeEntity = ent;
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return; // exit the function so we don't remove the component.
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}
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if (smokeAffectedComponent != null)
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RemComp(args.OtherEntity, smokeAffectedComponent);
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}
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private void OnSmokeSpread(Entity<SmokeComponent> entity, ref SpreadNeighborsEvent args)
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{
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if (entity.Comp.SpreadAmount == 0 || !_solutionContainerSystem.ResolveSolution(entity.Owner, SmokeComponent.SolutionName, ref entity.Comp.Solution, out var solution))
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{
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RemCompDeferred<ActiveEdgeSpreaderComponent>(entity);
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return;
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}
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if (Prototype(entity) is not { } prototype)
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{
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RemCompDeferred<ActiveEdgeSpreaderComponent>(entity);
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return;
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}
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if (args.NeighborFreeTiles.Count == 0)
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return;
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TryComp<TimedDespawnComponent>(entity, out var timer);
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// wtf is the logic behind any of this.
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var smokePerSpread = entity.Comp.SpreadAmount / Math.Max(1, args.NeighborFreeTiles.Count);
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foreach (var neighbor in args.NeighborFreeTiles)
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{
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var coords = _map.GridTileToLocal(neighbor.Tile.GridUid, neighbor.Grid, neighbor.Tile.GridIndices);
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var ent = Spawn(prototype.ID, coords);
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var spreadAmount = Math.Max(0, smokePerSpread);
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entity.Comp.SpreadAmount -= args.NeighborFreeTiles.Count;
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StartSmoke(ent, solution.Clone(), timer?.Lifetime ?? entity.Comp.Duration, spreadAmount);
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if (entity.Comp.SpreadAmount == 0)
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{
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RemCompDeferred<ActiveEdgeSpreaderComponent>(entity);
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break;
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}
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}
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args.Updates--;
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if (args.NeighborFreeTiles.Count > 0 || args.Neighbors.Count == 0 || entity.Comp.SpreadAmount < 1)
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return;
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// We have no more neighbours to spread to. So instead we will randomly distribute our volume to neighbouring smoke tiles.
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var smokeQuery = GetEntityQuery<SmokeComponent>();
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_random.Shuffle(args.Neighbors);
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foreach (var neighbor in args.Neighbors)
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{
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if (!smokeQuery.TryGetComponent(neighbor, out var smoke))
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continue;
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smoke.SpreadAmount++;
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entity.Comp.SpreadAmount--;
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EnsureComp<ActiveEdgeSpreaderComponent>(neighbor);
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if (entity.Comp.SpreadAmount == 0)
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{
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RemCompDeferred<ActiveEdgeSpreaderComponent>(entity);
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break;
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}
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}
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}
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private void OnReactionAttempt(Entity<SmokeComponent> entity, ref ReactionAttemptEvent args)
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{
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if (args.Cancelled)
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return;
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// Prevent smoke/foam fork bombs (smoke creating more smoke).
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foreach (var effect in args.Reaction.Effects)
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{
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if (effect is AreaReactionEffect)
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{
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args.Cancelled = true;
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return;
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}
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}
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}
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private void OnReactionAttempt(Entity<SmokeComponent> entity, ref SolutionRelayEvent<ReactionAttemptEvent> args)
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{
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if (args.Name == SmokeComponent.SolutionName)
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OnReactionAttempt(entity, ref args.Event);
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}
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/// <summary>
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/// Sets up a smoke component for spreading.
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/// </summary>
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public void StartSmoke(EntityUid uid, Solution solution, float duration, int spreadAmount, SmokeComponent? 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.SpreadAmount = spreadAmount;
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component.Duration = duration;
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component.TransferRate = solution.Volume / duration;
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TryAddSolution(uid, solution);
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Dirty(uid, component);
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EnsureComp<ActiveEdgeSpreaderComponent>(uid);
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if (TryComp<PhysicsComponent>(uid, out var body) && TryComp<FixturesComponent>(uid, out var fixtures))
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{
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var xform = Transform(uid);
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_physics.SetBodyType(uid, BodyType.Dynamic, fixtures, body, xform);
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_physics.SetCanCollide(uid, true, manager: fixtures, body: body);
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_broadphase.RegenerateContacts((uid, body, fixtures, xform));
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}
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var timer = EnsureComp<TimedDespawnComponent>(uid);
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timer.Lifetime = duration;
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// The tile reaction happens here because it only occurs once.
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ReactOnTile(uid, component);
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}
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/// <summary>
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/// Does the relevant smoke reactions for an entity.
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/// </summary>
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public void SmokeReact(EntityUid entity, EntityUid smokeUid, SmokeComponent? component = null)
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{
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if (!Resolve(smokeUid, ref component))
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return;
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if (!_solutionContainerSystem.ResolveSolution(smokeUid, SmokeComponent.SolutionName, ref component.Solution, out var solution) ||
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solution.Contents.Count == 0)
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{
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return;
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}
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ReactWithEntity(entity, smokeUid, solution, component);
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UpdateVisuals((smokeUid, component));
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}
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private void ReactWithEntity(EntityUid entity, EntityUid smokeUid, Solution solution, SmokeComponent? component = null)
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{
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if (!Resolve(smokeUid, ref component))
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return;
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if (!TryComp<BloodstreamComponent>(entity, out var bloodstream))
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return;
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if (!_solutionContainerSystem.ResolveSolution(entity, bloodstream.ChemicalSolutionName, ref bloodstream.ChemicalSolution, out var chemSolution) || chemSolution.AvailableVolume <= 0)
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return;
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var blockIngestion = _internals.AreInternalsWorking(entity);
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var cloneSolution = solution.Clone();
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var availableTransfer = FixedPoint2.Min(cloneSolution.Volume, component.TransferRate);
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var transferAmount = FixedPoint2.Min(availableTransfer, chemSolution.AvailableVolume);
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var transferSolution = cloneSolution.SplitSolution(transferAmount);
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foreach (var reagentQuantity in transferSolution.Contents.ToArray())
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{
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if (reagentQuantity.Quantity == FixedPoint2.Zero)
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continue;
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var reagentProto = _prototype.Index<ReagentPrototype>(reagentQuantity.Reagent.Prototype);
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_reactive.ReactionEntity(entity, ReactionMethod.Touch, reagentProto, reagentQuantity, transferSolution);
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if (!blockIngestion)
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_reactive.ReactionEntity(entity, ReactionMethod.Ingestion, reagentProto, reagentQuantity, transferSolution);
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}
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if (blockIngestion)
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return;
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if (_blood.TryAddToChemicals((entity, bloodstream), transferSolution))
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{
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// Log solution addition by smoke
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_logger.Add(LogType.ForceFeed, LogImpact.Medium, $"{ToPrettyString(entity):target} ingested smoke {SharedSolutionContainerSystem.ToPrettyString(transferSolution)}");
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}
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}
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private void ReactOnTile(EntityUid uid, SmokeComponent? component = null, TransformComponent? xform = null)
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{
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if (!Resolve(uid, ref component, ref xform))
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return;
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if (!_solutionContainerSystem.ResolveSolution(uid, SmokeComponent.SolutionName, ref component.Solution, out var solution) || !solution.Any())
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return;
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if (!TryComp<MapGridComponent>(xform.GridUid, out var mapGrid))
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return;
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var tile = _map.GetTileRef(xform.GridUid.Value, mapGrid, xform.Coordinates);
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foreach (var reagentQuantity in solution.Contents.ToArray())
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{
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if (reagentQuantity.Quantity == FixedPoint2.Zero)
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continue;
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var reagent = _prototype.Index<ReagentPrototype>(reagentQuantity.Reagent.Prototype);
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reagent.ReactionTile(tile, reagentQuantity.Quantity, EntityManager, reagentQuantity.Reagent.Data);
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}
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}
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/// <summary>
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/// Adds the specified solution to the relevant smoke solution.
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/// </summary>
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private void TryAddSolution(Entity<SmokeComponent?> smoke, Solution solution)
|
|
{
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|
if (solution.Volume == FixedPoint2.Zero)
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|
return;
|
|
|
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if (!Resolve(smoke, ref smoke.Comp))
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|
return;
|
|
|
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if (!_solutionContainerSystem.ResolveSolution(smoke.Owner, SmokeComponent.SolutionName, ref smoke.Comp.Solution, out var solutionArea))
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|
return;
|
|
|
|
var addSolution = solution.SplitSolution(FixedPoint2.Min(solution.Volume, solutionArea.AvailableVolume));
|
|
_solutionContainerSystem.TryAddSolution(smoke.Comp.Solution.Value, addSolution);
|
|
|
|
UpdateVisuals(smoke);
|
|
}
|
|
|
|
private void UpdateVisuals(Entity<SmokeComponent?, AppearanceComponent?> smoke)
|
|
{
|
|
if (!Resolve(smoke, ref smoke.Comp1, ref smoke.Comp2) ||
|
|
!_solutionContainerSystem.ResolveSolution(smoke.Owner, SmokeComponent.SolutionName, ref smoke.Comp1.Solution, out var solution))
|
|
return;
|
|
|
|
var color = solution.GetColor(_prototype);
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|
_appearance.SetData(smoke.Owner, SmokeVisuals.Color, color, smoke.Comp2);
|
|
}
|
|
}
|