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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>
251 lines
10 KiB
C#
251 lines
10 KiB
C#
using System.Numerics;
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using Content.Server.Stack;
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using Content.Server.Stunnable;
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using Content.Shared._DV.Item;
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using Content.Shared._NF.Standing; // Frontier
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using Content.Shared.ActionBlocker;
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using Content.Shared.Body.Part;
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using Content.Shared.CombatMode;
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using Content.Shared.Damage.Systems;
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using Content.Shared.Explosion;
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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.Input;
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using Content.Shared.Movement.Pulling.Components;
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using Content.Shared.Movement.Pulling.Systems;
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using Content.Shared.Stacks;
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using Content.Shared.Standing;
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using Content.Shared.Throwing;
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using Robust.Shared.GameStates;
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using Robust.Shared.Input.Binding;
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using Robust.Shared.Map;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Player;
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using Robust.Shared.Random;
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using Robust.Shared.Timing;
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namespace Content.Server.Hands.Systems
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{
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public sealed class HandsSystem : SharedHandsSystem
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{
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly StackSystem _stackSystem = default!;
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[Dependency] private readonly ActionBlockerSystem _actionBlockerSystem = default!;
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[Dependency] private readonly SharedTransformSystem _transformSystem = default!;
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[Dependency] private readonly PullingSystem _pullingSystem = default!;
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[Dependency] private readonly ThrowingSystem _throwingSystem = default!;
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private EntityQuery<PhysicsComponent> _physicsQuery;
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/// <summary>
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/// Items dropped when the holder falls down will be launched in
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/// a direction offset by up to this many degrees from the holder's
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/// movement direction.
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/// </summary>
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private const float DropHeldItemsSpread = 45;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<HandsComponent, DisarmedEvent>(OnDisarmed, before: new[] {typeof(StunSystem), typeof(SharedStaminaSystem)});
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SubscribeLocalEvent<HandsComponent, BodyPartAddedEvent>(HandleBodyPartAdded);
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SubscribeLocalEvent<HandsComponent, BodyPartRemovedEvent>(HandleBodyPartRemoved);
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SubscribeLocalEvent<HandsComponent, ComponentGetState>(GetComponentState);
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SubscribeLocalEvent<HandsComponent, BeforeExplodeEvent>(OnExploded);
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SubscribeLocalEvent<HandsComponent, DropHandItemsEvent>(OnDropHandItems);
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CommandBinds.Builder
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.Bind(ContentKeyFunctions.ThrowItemInHand, new PointerInputCmdHandler(HandleThrowItem))
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.Register<HandsSystem>();
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_physicsQuery = GetEntityQuery<PhysicsComponent>();
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}
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public override void Shutdown()
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{
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base.Shutdown();
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CommandBinds.Unregister<HandsSystem>();
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}
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private void GetComponentState(EntityUid uid, HandsComponent hands, ref ComponentGetState args)
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{
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args.State = new HandsComponentState(hands);
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}
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private void OnExploded(Entity<HandsComponent> ent, ref BeforeExplodeEvent args)
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{
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if (ent.Comp.DisableExplosionRecursion)
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return;
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foreach (var held in EnumerateHeld(ent.AsNullable()))
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{
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args.Contents.Add(held);
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}
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}
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private void OnDisarmed(EntityUid uid, HandsComponent component, ref DisarmedEvent args)
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{
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if (args.Handled)
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return;
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// Break any pulls
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if (TryComp(uid, out PullerComponent? puller) && TryComp(puller.Pulling, out PullableComponent? pullable))
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_pullingSystem.TryStopPull(puller.Pulling.Value, pullable);
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var offsetRandomCoordinates = _transformSystem.GetMoverCoordinates(args.Target).Offset(_random.NextVector2(1f, 1.5f));
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if (!ThrowHeldItem(args.Target, offsetRandomCoordinates))
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return;
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args.PopupPrefix = "disarm-action-";
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args.Handled = true; // no shove/stun.
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}
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private void HandleBodyPartAdded(EntityUid uid, HandsComponent component, ref BodyPartAddedEvent args)
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{
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if (args.Part.Comp.PartType != BodyPartType.Hand)
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return;
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// If this annoys you, which it should.
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// Ping Smugleaf.
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var location = args.Part.Comp.Symmetry switch
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{
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BodyPartSymmetry.None => HandLocation.Middle,
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BodyPartSymmetry.Left => HandLocation.Left,
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BodyPartSymmetry.Right => HandLocation.Right,
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_ => throw new ArgumentOutOfRangeException(nameof(args.Part.Comp.Symmetry))
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};
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AddHand(uid, args.Slot, location);
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}
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private void HandleBodyPartRemoved(EntityUid uid, HandsComponent component, ref BodyPartRemovedEvent args)
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{
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if (args.Part.Comp.PartType != BodyPartType.Hand)
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return;
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RemoveHand(uid, args.Slot);
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}
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#region interactions
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private bool HandleThrowItem(ICommonSession? playerSession, EntityCoordinates coordinates, EntityUid entity)
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{
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if (playerSession?.AttachedEntity is not {Valid: true} player || !Exists(player) || !coordinates.IsValid(EntityManager))
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return false;
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return ThrowHeldItem(player, coordinates);
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}
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/// <summary>
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/// Throw the player's currently held item.
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/// </summary>
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public bool ThrowHeldItem(EntityUid player, EntityCoordinates coordinates, float minDistance = 0.1f)
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{
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if (ContainerSystem.IsEntityInContainer(player) ||
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!TryComp(player, out HandsComponent? hands) ||
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!TryGetActiveItem((player, hands), out var throwEnt) ||
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!_actionBlockerSystem.CanThrow(player, throwEnt.Value))
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return false;
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if (_timing.CurTime < hands.NextThrowTime)
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return false;
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hands.NextThrowTime = _timing.CurTime + hands.ThrowCooldown;
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if (TryComp(throwEnt, out StackComponent? stack) && stack.Count > 1 && stack.ThrowIndividually)
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{
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var splitStack = _stackSystem.Split((throwEnt.Value, stack), 1, Comp<TransformComponent>(player).Coordinates);
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if (splitStack is not {Valid: true})
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return false;
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throwEnt = splitStack.Value;
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}
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var direction = _transformSystem.ToMapCoordinates(coordinates).Position - _transformSystem.GetWorldPosition(player);
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if (direction == Vector2.Zero)
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return true;
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var length = direction.Length();
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var distance = Math.Clamp(length, minDistance, hands.ThrowRange);
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direction *= distance / length;
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var throwSpeed = hands.BaseThrowspeed;
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// Let other systems change the thrown entity (useful for virtual items)
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// or the throw strength.
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var ev = new BeforeThrowEvent(throwEnt.Value, direction, throwSpeed, player);
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RaiseLocalEvent(player, ref ev);
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if (ev.Cancelled)
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return true;
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// This can grief the above event so we raise it afterwards
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if (IsHolding((player, hands), throwEnt, out _) && !TryDrop(player, throwEnt.Value))
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return false;
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// DeltaV - Set pushback to 0 if NoThrowingPushback, previously unset
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_throwingSystem.TryThrow(ev.ItemUid, ev.Direction, ev.ThrowSpeed, ev.PlayerUid, pushbackRatio: HasComp<Shared._DV.Item.Components.NoThrowingPushbackComponent>(ev.ItemUid) ? 0 : ThrowingSystem.PushbackDefault, compensateFriction: !HasComp<LandAtCursorComponent>(ev.ItemUid));
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return true;
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}
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private void OnDropHandItems(Entity<HandsComponent> entity, ref DropHandItemsEvent args)
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{
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// If the holder doesn't have a physics component, they ain't moving
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var holderVelocity = _physicsQuery.TryComp(entity, out var physics) ? physics.LinearVelocity : Vector2.Zero;
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var spreadMaxAngle = Angle.FromDegrees(DropHeldItemsSpread);
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if (HasComp<PreventDropOnDownedComponent>(entity)) // Frontier: stop dropping items when falling over.
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return; // Frontier
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foreach (var hand in entity.Comp.Hands.Keys)
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{
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if (!TryGetHeldItem(entity.AsNullable(), hand, out var heldEntity))
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continue;
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var throwAttempt = new FellDownThrowAttemptEvent(entity);
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RaiseLocalEvent(heldEntity.Value, ref throwAttempt);
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if (throwAttempt.Cancelled)
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continue;
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if (!TryDrop(entity.AsNullable(), hand, checkActionBlocker: false))
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continue;
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// Rotate the item's throw vector a bit for each item
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var angleOffset = _random.NextAngle(-spreadMaxAngle, spreadMaxAngle);
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// Rotate the holder's velocity vector by the angle offset to get the item's velocity vector
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var itemVelocity = angleOffset.RotateVec(holderVelocity);
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// Decrease the distance of the throw by a random amount
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itemVelocity *= _random.NextFloat(1f);
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// Heavier objects don't get thrown as far
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// If the item doesn't have a physics component, it isn't going to get thrown anyway, but we'll assume infinite mass
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itemVelocity *= _physicsQuery.TryComp(heldEntity, out var heldPhysics) ? heldPhysics.InvMass : 0;
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// Throw at half the holder's intentional throw speed and
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// vary the speed a little to make it look more interesting
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var throwSpeed = entity.Comp.BaseThrowspeed * _random.NextFloat(0.45f, 0.55f);
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_throwingSystem.TryThrow(heldEntity.Value,
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itemVelocity,
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throwSpeed,
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entity,
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pushbackRatio: 0,
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compensateFriction: false
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);
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}
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}
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#endregion
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}
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}
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