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* weather status effect entities * proto port + fixes * Update weather.yml * fix visuals * Update SharedWeatherSystem.cs * Update SharedWeatherSystem.cs * Update WeatherSystem.cs * Thanks Slarti, thats a much better * Update WeatherSystem.cs * Update StencilOverlay.Weather.cs * Update Content.Client/Overlays/StencilOverlay.Weather.cs Co-authored-by: Pok <113675512+Pok27@users.noreply.github.com> * Update Content.Shared/StatusEffectNew/Components/StatusEffectComponent.cs Co-authored-by: Pok <113675512+Pok27@users.noreply.github.com> * Update Content.Client/Overlays/StencilOverlay.Weather.cs Co-authored-by: Pok <113675512+Pok27@users.noreply.github.com> * Revise weather command help descriptions Updated weather command help texts for clarity. * Merge branch 'master' into ed-14-11-2025-weather-entities * Tayrtahn review apply * fixes and cleanup --------- Co-authored-by: Pok <113675512+Pok27@users.noreply.github.com> Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
31 lines
1.1 KiB
C#
31 lines
1.1 KiB
C#
using Content.Shared.Weather;
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using Robust.Server.GameStates;
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namespace Content.Server.Weather;
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public sealed class WeatherSystem : SharedWeatherSystem
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{
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//I dont really like to PVS override weather entities, but map status effect containers dont PVS-ing out of the box
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[Dependency] private readonly PvsOverrideSystem _pvs = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<WeatherStatusEffectComponent, ComponentInit>(OnCompInit);
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SubscribeLocalEvent<WeatherStatusEffectComponent, ComponentShutdown>(OnCompShutdown);
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}
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private void OnCompInit(Entity<WeatherStatusEffectComponent> ent, ref ComponentInit args)
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{
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// The map entitiy itself is networked by PVS if the player is on that map but not anything inside a container,
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// So we need to add an overridce to make sure the client sees it.
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_pvs.AddGlobalOverride(ent);
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}
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private void OnCompShutdown(Entity<WeatherStatusEffectComponent> ent, ref ComponentShutdown args)
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{
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_pvs.RemoveGlobalOverride(ent);
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}
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}
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