Files
Delta-v/Content.Shared/Fluids/SharedAbsorbentSystem.cs
T
29e55b9464 Upstream Merge (June / July) attempt 2 electric boogaloo (#4607)
* 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...
2025-11-06 18:22:39 +00:00

357 lines
14 KiB
C#

using System.Numerics;
using Content.Shared.Chemistry.Components;
using Content.Shared.Chemistry.EntitySystems;
using Content.Shared.FixedPoint;
using Content.Shared.Fluids.Components;
using Content.Shared.Interaction;
using Content.Shared.Item;
using Content.Shared.Popups;
using Content.Shared.Timing;
using Content.Shared.Weapons.Melee;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Map.Components;
using Robust.Shared.Prototypes;
namespace Content.Shared.Fluids;
/// <summary>
/// Mopping logic for interacting with puddle components.
/// </summary>
public abstract class SharedAbsorbentSystem : EntitySystem
{
[Dependency] private readonly IPrototypeManager _proto = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly SharedPopupSystem _popups = default!;
[Dependency] protected readonly SharedPuddleSystem Puddle = default!;
[Dependency] private readonly SharedMeleeWeaponSystem _melee = default!;
[Dependency] private readonly SharedTransformSystem _transform = default!;
[Dependency] protected readonly SharedSolutionContainerSystem SolutionContainer = default!;
[Dependency] private readonly UseDelaySystem _useDelay = default!;
[Dependency] private readonly SharedMapSystem _mapSystem = default!;
[Dependency] private readonly SharedItemSystem _item = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<AbsorbentComponent, AfterInteractEvent>(OnAfterInteract);
SubscribeLocalEvent<AbsorbentComponent, UserActivateInWorldEvent>(OnActivateInWorld);
SubscribeLocalEvent<AbsorbentComponent, SolutionContainerChangedEvent>(OnAbsorbentSolutionChange);
}
private void OnActivateInWorld(Entity<AbsorbentComponent> ent, ref UserActivateInWorldEvent args)
{
if (args.Handled)
return;
Mop(ent, args.User, args.Target);
args.Handled = true;
}
private void OnAfterInteract(Entity<AbsorbentComponent> ent, ref AfterInteractEvent args)
{
if (!args.CanReach || args.Handled || args.Target is not { } target)
return;
Mop(ent, args.User, target);
args.Handled = true;
}
private void OnAbsorbentSolutionChange(Entity<AbsorbentComponent> ent, ref SolutionContainerChangedEvent args)
{
if (!SolutionContainer.TryGetSolution(ent.Owner, ent.Comp.SolutionName, out _, out var solution))
return;
ent.Comp.Progress.Clear();
var absorbentReagents = Puddle.GetAbsorbentReagents(solution);
var mopReagent = solution.GetTotalPrototypeQuantity(absorbentReagents);
if (mopReagent > FixedPoint2.Zero)
ent.Comp.Progress[solution.GetColorWithOnly(_proto, absorbentReagents)] = mopReagent.Float();
var otherColor = solution.GetColorWithout(_proto, absorbentReagents);
var other = solution.Volume - mopReagent;
if (other > FixedPoint2.Zero)
ent.Comp.Progress[otherColor] = other.Float();
if (solution.AvailableVolume > FixedPoint2.Zero)
ent.Comp.Progress[Color.DarkGray] = solution.AvailableVolume.Float();
Dirty(ent);
_item.VisualsChanged(ent);
}
[Obsolete("Use Entity<T> variant")]
public void Mop(EntityUid user, EntityUid target, EntityUid used, AbsorbentComponent component)
{
Mop((used, component), user, target);
}
public void Mop(Entity<AbsorbentComponent> absorbEnt, EntityUid user, EntityUid target)
{
if (!SolutionContainer.TryGetSolution(absorbEnt.Owner, absorbEnt.Comp.SolutionName, out var absorberSoln))
return;
// Use the non-optional form of IsDelayed to safe the TryComp in Mop
if (TryComp<UseDelayComponent>(absorbEnt, out var useDelay)
&& _useDelay.IsDelayed((absorbEnt.Owner, useDelay)))
return;
// Try to slurp up the puddle.
// We're then done if our mop doesn't use absorber solutions, since those don't need refilling.
if (TryPuddleInteract((absorbEnt.Owner, absorbEnt.Comp, useDelay), absorberSoln.Value, user, target)
|| !absorbEnt.Comp.UseAbsorberSolution)
return;
// If it's refillable try to transfer
TryRefillableInteract((absorbEnt.Owner, absorbEnt.Comp, useDelay), absorberSoln.Value, user, target);
}
/// <summary>
/// Logic for an absorbing entity interacting with a refillable.
/// </summary>
private bool TryRefillableInteract(Entity<AbsorbentComponent, UseDelayComponent?> absorbEnt,
Entity<SolutionComponent> absorbentSoln,
EntityUid user,
EntityUid target)
{
if (!TryComp<RefillableSolutionComponent>(target, out var refillable))
return false;
if (!SolutionContainer.TryGetRefillableSolution((target, refillable, null),
out var refillableSoln,
out var refillableSolution))
return false;
if (refillableSolution.Volume <= 0)
{
// Target empty - only transfer absorbent contents into refillable
if (!TryTransferFromAbsorbentToRefillable(absorbEnt, absorbentSoln, refillableSoln.Value, user, target))
return false;
}
else
{
// Target non-empty - do a two-way transfer
if (!TryTwoWayAbsorbentRefillableTransfer(absorbEnt, absorbentSoln, refillableSoln.Value, user, target))
return false;
}
var (used, absorber, useDelay) = absorbEnt;
_audio.PlayPredicted(absorber.TransferSound, target, user);
if (useDelay != null)
_useDelay.TryResetDelay((used, useDelay));
return true;
}
/// <summary>
/// Logic for an transferring solution from absorber to an empty refillable.
/// </summary>
private bool TryTransferFromAbsorbentToRefillable(Entity<AbsorbentComponent> absorbEnt,
Entity<SolutionComponent> absorbentSoln,
Entity<SolutionComponent> refillableSoln,
EntityUid user,
EntityUid target)
{
var absorbentSolution = absorbentSoln.Comp.Solution;
if (absorbentSolution.Volume <= 0)
{
_popups.PopupClient(Loc.GetString("mopping-system-target-container-empty", ("target", target)), user, user);
return false;
}
var refillableSolution = refillableSoln.Comp.Solution;
var transferAmount = absorbEnt.Comp.PickupAmount < refillableSolution.AvailableVolume
? absorbEnt.Comp.PickupAmount
: refillableSolution.AvailableVolume;
if (transferAmount <= 0)
{
_popups.PopupClient(Loc.GetString("mopping-system-full", ("used", absorbEnt)), absorbEnt, user);
return false;
}
// Prioritize transferring non-evaporatives if absorbent has any
var contaminants = SolutionContainer.SplitSolutionWithout(absorbentSoln,
transferAmount,
Puddle.GetAbsorbentReagents(absorbentSoln.Comp.Solution));
SolutionContainer.TryAddSolution(refillableSoln,
contaminants.Volume > 0
? contaminants
: SolutionContainer.SplitSolution(absorbentSoln, transferAmount));
return true;
}
/// <summary>
/// Logic for an transferring contaminants to a non-empty refillable & reabsorbing water if any available.
/// </summary>
private bool TryTwoWayAbsorbentRefillableTransfer(Entity<AbsorbentComponent> absorbEnt,
Entity<SolutionComponent> absorbentSoln,
Entity<SolutionComponent> refillableSoln,
EntityUid user,
EntityUid target)
{
var contaminantsFromAbsorbent = SolutionContainer.SplitSolutionWithout(absorbentSoln,
absorbEnt.Comp.PickupAmount,
Puddle.GetAbsorbentReagents(absorbentSoln.Comp.Solution));
var absorbentSolution = absorbentSoln.Comp.Solution;
if (contaminantsFromAbsorbent.Volume == FixedPoint2.Zero
&& absorbentSolution.AvailableVolume == FixedPoint2.Zero)
{
// Nothing to transfer to refillable and no room to absorb anything extra
_popups.PopupClient(Loc.GetString("mopping-system-puddle-space", ("used", absorbEnt)), user, user);
// We can return cleanly because nothing was split from absorbent solution
return false;
}
var waterPulled = absorbEnt.Comp.PickupAmount < absorbentSolution.AvailableVolume
? absorbEnt.Comp.PickupAmount
: absorbentSolution.AvailableVolume;
var refillableSolution = refillableSoln.Comp.Solution;
var waterFromRefillable =
refillableSolution.SplitSolutionWithOnly(waterPulled,
Puddle.GetAbsorbentReagents(refillableSoln.Comp.Solution));
SolutionContainer.UpdateChemicals(refillableSoln);
if (waterFromRefillable.Volume == FixedPoint2.Zero && contaminantsFromAbsorbent.Volume == FixedPoint2.Zero)
{
// Nothing to transfer in either direction
_popups.PopupClient(Loc.GetString("mopping-system-target-container-empty-water", ("target", target)),
user,
user);
// We can return cleanly because nothing was split from refillable solution
return false;
}
var anyTransferOccurred = false;
if (waterFromRefillable.Volume > FixedPoint2.Zero)
{
// transfer water to absorbent
SolutionContainer.TryAddSolution(absorbentSoln, waterFromRefillable);
anyTransferOccurred = true;
}
if (contaminantsFromAbsorbent.Volume <= 0)
return anyTransferOccurred;
if (refillableSolution.AvailableVolume <= 0)
{
_popups.PopupClient(Loc.GetString("mopping-system-full", ("used", target)), user, user);
}
else
{
// transfer as much contaminants to refillable as will fit
var contaminantsForRefillable = contaminantsFromAbsorbent.SplitSolution(refillableSolution.AvailableVolume);
SolutionContainer.TryAddSolution(refillableSoln, contaminantsForRefillable);
anyTransferOccurred = true;
}
// absorb everything that did not fit in the refillable back by the absorbent
SolutionContainer.TryAddSolution(absorbentSoln, contaminantsFromAbsorbent);
return anyTransferOccurred;
}
/// <summary>
/// Logic for an absorbing entity interacting with a puddle.
/// </summary>
private bool TryPuddleInteract(Entity<AbsorbentComponent, UseDelayComponent?> absorbEnt,
Entity<SolutionComponent> absorberSoln,
EntityUid user,
EntityUid target)
{
if (!TryComp<PuddleComponent>(target, out var puddle))
return false;
if (!SolutionContainer.ResolveSolution(target, puddle.SolutionName, ref puddle.Solution, out var puddleSolution)
|| puddleSolution.Volume <= 0)
return false;
var (_, absorber, useDelay) = absorbEnt;
Solution puddleSplit;
var isRemoved = false;
if (absorber.UseAbsorberSolution)
{
// No reason to mop something that 1) can evaporate, 2) is an absorber, and 3) is being mopped with
// something that uses absorbers.
var puddleAbsorberVolume =
puddleSolution.GetTotalPrototypeQuantity(Puddle.GetAbsorbentReagents(puddleSolution));
if (puddleAbsorberVolume == puddleSolution.Volume)
{
_popups.PopupClient(Loc.GetString("mopping-system-puddle-already-mopped", ("target", target)),
target,
user);
return true;
}
// Check if we have any evaporative reagents on our absorber to transfer
var absorberSolution = absorberSoln.Comp.Solution;
var available = absorberSolution.GetTotalPrototypeQuantity(Puddle.GetAbsorbentReagents(absorberSolution));
// No material
if (available == FixedPoint2.Zero)
{
_popups.PopupClient(Loc.GetString("mopping-system-no-water", ("used", absorbEnt)), absorbEnt, user);
return true;
}
var transferMax = absorber.PickupAmount;
var transferAmount = available > transferMax ? transferMax : available;
puddleSplit =
puddleSolution.SplitSolutionWithout(transferAmount, Puddle.GetAbsorbentReagents(puddleSolution));
var absorberSplit =
absorberSolution.SplitSolutionWithOnly(puddleSplit.Volume,
Puddle.GetAbsorbentReagents(absorberSolution));
// Do tile reactions first
var targetXform = Transform(target);
var gridUid = targetXform.GridUid;
if (TryComp<MapGridComponent>(gridUid, out var mapGrid))
{
var tileRef = _mapSystem.GetTileRef(gridUid.Value, mapGrid, targetXform.Coordinates);
Puddle.DoTileReactions(tileRef, absorberSplit);
}
SolutionContainer.AddSolution(puddle.Solution.Value, absorberSplit);
}
else
{
// Note: arguably shouldn't this get all solutions?
puddleSplit = puddleSolution.SplitSolutionWithout(absorber.PickupAmount, Puddle.GetAbsorbentReagents(puddleSolution));
// Despawn if we're done
if (puddleSolution.Volume == FixedPoint2.Zero)
{
// Spawn a *sparkle*
PredictedSpawnAttachedTo(absorber.MoppedEffect, Transform(target).Coordinates);
PredictedQueueDel(target);
isRemoved = true;
}
}
SolutionContainer.AddSolution(absorberSoln, puddleSplit);
_audio.PlayPredicted(absorber.PickupSound, isRemoved ? absorbEnt : target, user);
if (useDelay != null)
_useDelay.TryResetDelay((absorbEnt, useDelay));
var userXform = Transform(user);
var targetPos = _transform.GetWorldPosition(target);
var localPos = Vector2.Transform(targetPos, _transform.GetInvWorldMatrix(userXform));
localPos = userXform.LocalRotation.RotateVec(localPos);
_melee.DoLunge(user, absorbEnt, Angle.Zero, localPos, null);
return true;
}
}