mirror of
https://github.com/DeltaV-Station/Delta-v.git
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* Nubody (#42419) * Nubody * fix test fails * gibbing * lung test returns * doc comment * hand organ test * giblet test * yaml formatting * returning * relocate * trimming * re-smite * oops thusd tweak * arachnids have slower metabolism i guess * never mind the old behaviour is bad actually * rider whyyy * style changes and allat * fix collision --------- Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com> * C# files done * Visual nubody (humanoid appearance refactor) (#42476) * initial visual nubody * oops overlay * im so pheeming rn * conversion... * tests * comeback of the underwear * oops eyes * blabbl * zeds * yaml linted * search and visible count constraints * reordering * preserve previously selected markings colors * fix test * some ui niceties * ordering * make DB changes backwards-compatible/downgrade-friendly * fix things again * fix migration * vulpkanin markings limit increase * wrapping * code cleanup and more code cleanup and more code cleanup and more code cleanup and * fix slop ports * better sampling API * make filter work + use the method i made for its intended purpose * fix test fails real quick * magic mirror cleanup, remove TODO * don't 0-init the organ profile data * remove deltastates --------- Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com> * Let vox eat trash again (#42503) * C# complete port * Getting closer * Harpy Nubody Port * Port Feroxi, Kitsune. Fix some yml typos and remove ipcs stuff * Port Oni * Port Rest, except Motorkind * Port Motorkind * Remove more surgery, restore too much deleted stuff * Fix Typos and change some organ names. Need to split eyes next * Harpy HAve Wings again * Some fixes, More Surgeyr Removal, Copying of eye organs * [pre-commit.ci] auto fixes from pre-commit.com hooks for more information, see https://pre-commit.ci * Use correct Body imports * Markings Refactoring, Harpy Layering * Motorkind doesn't crash anymore. Some layer remappings. * Allow Organs to have Markings Displacements again. (#43604) * first shtep * readd markings support --------- Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com> * Fix STalk eyes and several layerings * Fix sexed organs (#42554) * Fix markings for several species, fit them for sexed organs and rename some files to fit them for it * Additional IPC-related removals * Vulpkanin eyes are now correct again * Fix Subtle Cultist Marks on species * Fix Asakim Sprites (sexed) and make CD imports work * Migration, error fixes, and Height * Fix humanoid profile voice being broken (#42550) Fix humanoid appearance voice being broken * Change Kitsune SexChanged Event to with ref * Fix asakim issue, Respirator fix * Simplify hands UI code (#42534) * Simplify hands UI code * i remembered about SortedHands in the component * minor cleanup --------- Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com> * Set size of Analyzer back to 350, Kitsune can't gib themselves no more. Migration * yml linter errors and an rudimentary onAdd Organ Functionality * Fixing it trying to remove nothing * midpoint migration * Why do you put so many organs everywhere * More missing prototypes * Migration of more organs * Forgot lungs * Move character preview handling into a specialized control (#41252) * Move character preview handling into a specialized control Co-authored-by: Quantum-cross <7065792+Quantum-cross@users.noreply.github.com> * Restore job name that I accidentally removed from character picker buttons * Just resolve dependencies the standard way --------- Co-authored-by: Quantum-cross <7065792+Quantum-cross@users.noreply.github.com> Co-authored-by: Janet Blackquill <uhhadd@gmail.com> * Drop ICharacterProfile/ICharacterAppearance interfaces (#42661) * Ensure profile loading only returns valid species (#42842) (Stable merge) (#42865) Co-authored-by: pathetic meowmeow <uhhadd@gmail.com> * Changes to make it work for us. * No more bald Harpy * OperatingTables instead of null * Adding Delta V Comments, commenting out instead of deleting * Fix broken Height Scale. * Remove HumanoidSilicon Mention * Did an error. Readded, uncommented. * Clean up Marking data structure, add tests for Zombie transformation (#42756) * Clean up Marking data structure, add tests for Zombie transformation * empty * AAAAAAAAAAAAAAAA --------- Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com> * Fix markings colour setting (#42771) * Fix: Markings Color For Downstream * Comment out A Leg. Remove Todo * Revert to original hidden species code --------- Co-authored-by: pathetic meowmeow <uhhadd@gmail.com> Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com> Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com> Co-authored-by: Princess Cheeseballs <66055347+Princess-Cheeseballs@users.noreply.github.com> Co-authored-by: Absotively <jen@jenpollock.ca> Co-authored-by: Quantum-cross <7065792+Quantum-cross@users.noreply.github.com> Co-authored-by: Myra <vasilis@pikachu.systems>
250 lines
9.9 KiB
C#
250 lines
9.9 KiB
C#
using Content.Shared.Atmos.Rotting;
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using Content.Shared.Chat;
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using Content.Shared.Damage.Components;
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using Content.Shared.Damage.Systems;
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using Content.Shared.DoAfter;
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using Content.Shared.Electrocution;
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using Content.Shared.Interaction;
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using Content.Shared.Item.ItemToggle;
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using Content.Shared.Mind;
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using Content.Shared.Mobs;
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using Content.Shared.Mobs.Components;
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using Content.Shared.Mobs.Systems;
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using Content.Shared.Popups;
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using Content.Shared.PowerCell;
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using Content.Shared.Timing;
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using Content.Shared.Traits.Assorted;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Player;
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namespace Content.Shared.Medical;
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/// <summary>
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/// This handles interactions and logic relating to <see cref="DefibrillatorComponent"/>
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/// </summary>
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public abstract class SharedDefibrillatorSystem : EntitySystem
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{
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[Dependency] private readonly SharedChatSystem _chat = default!;
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[Dependency] private readonly DamageableSystem _damageable = default!;
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[Dependency] private readonly SharedDoAfterSystem _doAfter = default!;
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[Dependency] private readonly SharedElectrocutionSystem _electrocution = default!;
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[Dependency] private readonly ISharedPlayerManager _player = default!;
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[Dependency] private readonly ItemToggleSystem _toggle = default!;
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[Dependency] private readonly MobStateSystem _mobState = default!;
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[Dependency] private readonly MobThresholdSystem _mobThreshold = default!;
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[Dependency] private readonly SharedPopupSystem _popup = default!;
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[Dependency] private readonly PowerCellSystem _powerCell = default!;
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[Dependency] private readonly SharedRottingSystem _rotting = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly SharedMindSystem _mind = default!;
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[Dependency] private readonly UseDelaySystem _useDelay = default!;
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[Dependency] private readonly SharedInteractionSystem _interactionSystem = default!;
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private readonly HashSet<EntityUid> _interacters = new();
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public override void Initialize()
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{
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SubscribeLocalEvent<DefibrillatorComponent, AfterInteractEvent>(OnAfterInteract);
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SubscribeLocalEvent<DefibrillatorComponent, DefibrillatorZapDoAfterEvent>(OnDoAfter);
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}
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private void OnAfterInteract(Entity<DefibrillatorComponent> ent, ref AfterInteractEvent args)
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{
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if (args.Handled || args.Target is not { } target)
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return;
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args.Handled = TryStartZap(ent.AsNullable(), target, args.User);
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}
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private void OnDoAfter(Entity<DefibrillatorComponent> ent, ref DefibrillatorZapDoAfterEvent args)
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{
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if (args.Handled || args.Cancelled)
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return;
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if (args.Target is not { } target)
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return;
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if (!CanZap(ent.AsNullable(), target, args.User))
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return;
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args.Handled = true;
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Zap(ent.AsNullable(), target, args.User);
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}
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/// <summary>
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/// Checks if you can actually defib a target.
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/// </summary>
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/// <param name="ent">The defbrillator being used.</param>
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/// <param name="target">Uid of the target getting defibbed.</param>
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/// <param name="user">Uid of the entity using the defibrillator.</param>
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/// <param name="targetCanBeAlive">
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/// If true, the target can be alive. If false, the function will check if the target is alive and will return false if they are.
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/// </param>
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/// <returns>
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/// Returns true if the target is valid to be defibed, false otherwise.
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/// </returns>
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public bool CanZap(Entity<DefibrillatorComponent?> ent, EntityUid target, EntityUid? user = null, bool targetCanBeAlive = false)
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{
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if (!Resolve(ent, ref ent.Comp))
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return false;
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if (!_toggle.IsActivated(ent.Owner))
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{
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_popup.PopupClient(Loc.GetString("defibrillator-not-on"), ent.Owner, user);
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return false;
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}
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if (!TryComp<UseDelayComponent>(ent, out var useDelay) || _useDelay.IsDelayed((ent.Owner, useDelay), ent.Comp.DelayId))
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return false;
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if (!TryComp<MobStateComponent>(target, out var mobState))
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return false;
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if (!_powerCell.HasActivatableCharge(ent.Owner, user: user, predicted: true))
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return false;
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if (!targetCanBeAlive && _mobState.IsAlive(target, mobState))
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return false;
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if (!targetCanBeAlive && !ent.Comp.CanDefibCrit && _mobState.IsCritical(target, mobState))
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return false;
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return true;
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}
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/// <summary>
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/// Tries to start defibrillating the target. If the target is valid, will start the defib do-after.
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/// </summary>
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/// <param name="ent">The defbrillator being used.</param>
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/// <param name="target">Uid of the target getting defibbed.</param>
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/// <param name="user">Uid of the entity using the defibrillator.</param>
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/// <returns>
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/// Returns true if the defibrillation do-after started, otherwise false.
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/// </returns>
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public bool TryStartZap(Entity<DefibrillatorComponent?> ent, EntityUid target, EntityUid user)
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{
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if (!Resolve(ent, ref ent.Comp))
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return false;
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if (!CanZap(ent, target, user))
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return false;
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_audio.PlayPredicted(ent.Comp.ChargeSound, ent.Owner, user);
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return _doAfter.TryStartDoAfter(
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new DoAfterArgs(EntityManager, user, ent.Comp.DoAfterDuration, new DefibrillatorZapDoAfterEvent(),
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ent.Owner, target, ent.Owner)
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{
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NeedHand = true,
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BreakOnMove = !ent.Comp.AllowDoAfterMovement
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});
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}
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/// <summary>
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/// Tries to defibrillate the target with the given defibrillator.
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/// </summary>
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/// <param name="ent">The defbrillator being used.</param>
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/// <param name="target">Uid of the target getting defibbed.</param>
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/// <param name="user">Uid of the entity using the defibrillator.</param>
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public void Zap(Entity<DefibrillatorComponent?> ent, EntityUid target, EntityUid user)
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{
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if (!Resolve(ent, ref ent.Comp))
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return;
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if (!_powerCell.TryUseActivatableCharge(ent.Owner, user: user))
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return;
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var selfEvent = new SelfBeforeDefibrillatorZapsEvent(user, ent.Owner, target);
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RaiseLocalEvent(user, selfEvent);
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target = selfEvent.DefibTarget;
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// Ensure thet new target is still valid.
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if (selfEvent.Cancelled || !CanZap(ent, target, user, true))
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return;
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var targetEvent = new TargetBeforeDefibrillatorZapsEvent(user, ent.Owner, target);
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RaiseLocalEvent(target, targetEvent);
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target = targetEvent.DefibTarget;
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if (targetEvent.Cancelled || !CanZap(ent, target, user, true))
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return;
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if (!TryComp<MobStateComponent>(target, out var targetMobState))
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return;
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_audio.PlayPredicted(ent.Comp.ZapSound, ent.Owner, user);
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_electrocution.TryDoElectrocution(target, ent.Owner, ent.Comp.ZapDamage, ent.Comp.WritheDuration, true, ignoreInsulation: true);
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_interactionSystem.GetEntitiesInteractingWithTarget(target, _interacters);
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foreach (var other in _interacters)
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{
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if (other == user)
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continue;
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// Anyone else still operating on the target gets zapped too
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_electrocution.TryDoElectrocution(other, null, ent.Comp.ZapDamage, ent.Comp.WritheDuration, true);
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}
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if (TryComp<UseDelayComponent>(ent, out var useDelay))
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{
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_useDelay.SetLength((ent.Owner, useDelay), ent.Comp.ZapDelay, id: ent.Comp.DelayId);
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_useDelay.TryResetDelay((ent.Owner, useDelay), id: ent.Comp.DelayId);
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}
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var failedRevive = true;
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if (_rotting.IsRotten(target))
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{
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_chat.TrySendInGameICMessage(ent.Owner, Loc.GetString("defibrillator-rotten"),
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InGameICChatType.Speak, true);
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}
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else if (TryComp<UnrevivableComponent>(target, out var unrevivable))
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{
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_chat.TrySendInGameICMessage(ent.Owner, Loc.GetString(unrevivable.ReasonMessage),
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InGameICChatType.Speak, true);
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}
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else
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{
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if (_mobState.IsDead(target, targetMobState))
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_damageable.TryChangeDamage(target, ent.Comp.ZapHeal, true, origin: user);
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if (TryComp<MobThresholdsComponent>(target, out var targetThresholds) &&
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TryComp<DamageableComponent>(target, out var targetDamageable) &&
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_mobThreshold.TryGetThresholdForState(target, MobState.Dead, out var threshold, targetThresholds) &&
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targetDamageable.TotalDamage < threshold)
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{
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_mobState.ChangeMobState(target, MobState.Critical, targetMobState, user);
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failedRevive = false;
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}
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if (_mind.TryGetMind(target, out var mindUid, out var mindComp) &&
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_player.TryGetSessionById(mindComp.UserId, out var playerSession))
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{
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// notify them they're being revived.
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if (mindComp.CurrentEntity != target)
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OpenReturnToBodyEui((mindUid, mindComp), playerSession);
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}
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else
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{
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_chat.TrySendInGameICMessage(ent.Owner, Loc.GetString("defibrillator-no-mind"),
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InGameICChatType.Speak, true);
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}
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}
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var sound = failedRevive
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? ent.Comp.FailureSound
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: ent.Comp.SuccessSound;
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_audio.PlayPredicted(sound, ent.Owner, user);
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// if we don't have enough power left for another shot, turn it off
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if (!_powerCell.HasActivatableCharge(ent.Owner))
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_toggle.TryDeactivate(ent.Owner);
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var ev = new TargetDefibrillatedEvent(user, (ent.Owner, ent.Comp));
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RaiseLocalEvent(target, ref ev);
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}
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// TODO: SharedEuiManager so that we can just directly open the eui from shared.
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protected virtual void OpenReturnToBodyEui(Entity<MindComponent> mind, ICommonSession session) { }
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}
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