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Debug
deltanedas
metalgearsloth
Nemanja
PJBot
Psychpsyo
deltanedas
metalgearsloth
ravage
Pieter-Jan Briers
LEVELcat
Repo
nikthechampiongr
Doru991
DrSmugleaf
Skarletto
NULL882
lunarcomets
Miro Kavaliou
Kara
Kacper Urbańczyk
TsjipTsjip
daerSeebaer
Fluffiest Floofers
Flareguy
Leon Friedrich
Kevin Zheng
drteaspoon420
Ubaser
Nim
Kacper Urbańczyk
Tox Cruize
Ed
Michael Cu
fd2cc8570d
* Automatic changelog update * Make NPC names proper nouns & fix some genders (#20534) * Proper names & genders * Uppercase proper names * Make Smile female * fix bingus wrinkly head (#20531) * rouny meat and steak (#20526) * lost friendship flavor * add rouny steak * rouny special meat * rouny meat textures --------- Co-authored-by: deltanedas <@deltanedas:kde.org> * Automatic changelog update * Wearable Wet Floor Sign and 'Janitorial Suicide Vest' (#20311) * Explosive wet floor sign & janitorial suicide vest * fix attributions * Remove name & desc from explosive wet floor sign * Make wet floor sign chameleonable * Automatic changelog update * Minor slippery stuff (#20535) * Update submodule to 162.2.0 (#20570) * Predicted armor (#20560) * clean up some lines in smile the slime prototype (#20552) * Revert "Use full file path for temp replays (#19002)" (#20545) * Add EyesGlasses into ClothesMate (#20523) * Automatic changelog update * Fix Punpun crew monitor sensor (#20484) * Automatic changelog update * EasyPry airlocks for arrivals. Now also prying refactor I guess (#19394) Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com> * Automatic changelog update * Make arcades hackable again (#20555) * Automatic changelog update * Health alert tweaks (#20557) * Automatic changelog update * Add active and ended game rule components, generic TryRoundStartAttempt and minPlayers field (#20564) * Improve active game rule querying, add generic try round start attempt method, move minPlayers to GameRuleComponent * Nukeops todo and cleanup * Remove Active field * Add EndedGameRuleComponent * bartender suit (#20521) * give me a drink bartender * guh * aARG * Necropolis and mine walls (#20578) * Automatic changelog update * archaic accent tweaks (#20567) * Automatic changelog update * Add confirmation to kick and respawn in the admin player actions panel (#20542) * Remove windows-latest CI runs, remove unused build-test-release.yml (#20540) * Change .editorconfig to keep existing attribute arrangement (#20538) * Automatic changelog update * Catch replay start and end errors on round restarts (#20565) * Update trivial components to use auto comp states (#20539) * Fix role unbans not applying in real time (#20547) * Disable AHelp buttons when no player is selected, update button styling (#20568) * Automatic changelog update * Added a toggle fullscreen button (default F11) (#20272) * Added a toggle fullscreen button (default F11) * Removed un-needed comments * Review Requested Changes * Fixed Acidental Spacing Change * bwoink, removed extraneous code * nothing, litterally * Automatic changelog update * Fix not networking markings (#20588) * Automatic changelog update * Update RobustToolbox to v162.2.1 (#20590) * Automatic changelog update * Glorfcode (force say on damage/stun/crit) (#20562) * Automatic changelog update * Fix AHelp progressively showing more AHelp panels (#20591) * Automatic changelog update * caninsert entitystorage tweaks (#20589) * Automatic changelog update * Fix mapping actions crashing on load (#20592) * Fix loading a map with a ThirstComponent crashing the game (#20594) * Fix electrocution displaying real name of disguised players (#20603) * Organ fixes (#20488) * Automatic changelog update * Kettle medical rework (#20435) * Initial try at medical rework for kettle * Re-add decal decorations to Kettle's medical * Add more lockers to kettle's med * Actually upload kettle's map, not its proto * Automatic changelog update * Added blocked visuals to volumetric pump (#20610) * Automatic changelog update * Move TimedDespawn to engine (#20515) * Update submodule to 163.0.0 (#20616) * Remove v0.1 version number from local main menu screen (#20617) * Remove cloneData parameter from AutoNetworkedField (#20596) * Update submodule to 164.0.0 (#20618) * fix cognizine ghost role (#20632) Co-authored-by: deltanedas <@deltanedas:kde.org> * Automatic changelog update * Move ID layer one pixel to correct alignment (#20630) * Update nukie hardsuit descriptions (#20529) * Make holofans destructable (#20445) * Automatic changelog update * bowl is open (#20453) Co-authored-by: deltanedas <@deltanedas:kde.org> * Add TestPair.WaitCommand() (#20615) * Rename ThreatPrototype and mark fields as required (#20611) * Adjust hard bomb shape (#20608) * dragon refactor, objectives and use GenericAntag (#20201) Co-authored-by: deltanedas <@deltanedas:kde.org> * Automatic changelog update * Added generic empty liquids tank (#20563) * Move view variables verb to the top of the list with no category and localize it (#20546) * saltern update (#20325) Co-authored-by: deltanedas <@deltanedas:kde.org> * Fix followers leaking (#20643) * Add Winter Boots (#20622) * add * fix prototype * Add QM mantle (#20621) * add * fix prototype * Automatic changelog update * Slime mobs breathe nitrogen and resprite their organs (#20577) * Slimes breathe nitrogen and resprite their organs * ups * mmm * Automatic changelog update * Fix the new lizard horn's consistency + issue (#20620) * fix * add * Revert "add" This reverts commit a054a3204a8f185a94ceb80b1bd3bc9f30423711. * Add RandomHumanoidAppearance component to for space ninjas (#20605) * Automatic changelog update * Space cat breathes space (#20550) * Space cat breathes space Made Space Cat lungs ROBUST * Made Space Cat's lungs ROBUST 2.0 * Automatic changelog update * Wide anomaly locator (#20581) * Add files via upload * Add files via upload * Add files via upload * Add files via upload * add textures * fix encoding * fix 2 * Automatic changelog update * Fixed Telescopic Shield Lighting (#20650) * Fixed Telescopic Shield Lighting Bug fix #20199 * no need for these at all --------- Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com> * Automatic changelog update * Add a special hardsuit for nukie medic (#20471) * Automatic changelog update * Carry over other mutations when doing species mutation (#20551) * Automatic changelog update * Add Spanish accent to poncho and sombrero (#20377) --------- Co-authored-by: PJBot <pieterjan.briers+bot@gmail.com> Co-authored-by: Psychpsyo <60073468+Psychpsyo@users.noreply.github.com> Co-authored-by: deltanedas <39013340+deltanedas@users.noreply.github.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com> Co-authored-by: ravage <142820619+ravage123321@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: LEVELcat <68501903+LEVELcat@users.noreply.github.com> Co-authored-by: Repo <47093363+Titian3@users.noreply.github.com> Co-authored-by: nikthechampiongr <32041239+nikthechampiongr@users.noreply.github.com> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com> Co-authored-by: Doru991 <75124791+Doru991@users.noreply.github.com> Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> Co-authored-by: Skarletto <122584947+Skarletto@users.noreply.github.com> Co-authored-by: NULL882 <104377798+NULL882@users.noreply.github.com> Co-authored-by: lunarcomets <140772713+lunarcomets@users.noreply.github.com> Co-authored-by: Miro Kavaliou <miraslauk@gmail.com> Co-authored-by: Kara <lunarautomaton6@gmail.com> Co-authored-by: Kacper Urbańczyk <kacperjaroslawurbanczyk@gmail.com> Co-authored-by: TsjipTsjip <19798667+TsjipTsjip@users.noreply.github.com> Co-authored-by: daerSeebaer <61566539+daerSeebaer@users.noreply.github.com> Co-authored-by: Fluffiest Floofers <thebluewulf@gmail.com> Co-authored-by: Flareguy <78941145+Flareguy@users.noreply.github.com> Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com> Co-authored-by: Kevin Zheng <kevinz5000@gmail.com> Co-authored-by: drteaspoon420 <87363733+drteaspoon420@users.noreply.github.com> Co-authored-by: Ubaser <134914314+UbaserB@users.noreply.github.com> Co-authored-by: Nim <128169402+Nimfar11@users.noreply.github.com> Co-authored-by: Kacper Urbańczyk <mikrel071204@gmail.com> Co-authored-by: Tox Cruize <141375638+TexCruize@users.noreply.github.com> Co-authored-by: Ed <96445749+TheShuEd@users.noreply.github.com> Co-authored-by: Michael Cu <43478115+michaelcu@users.noreply.github.com>
242 lines
9.2 KiB
C#
242 lines
9.2 KiB
C#
using System.Linq;
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using Content.Shared.Ghost;
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using Content.Shared.Popups;
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using Content.Shared.Projectiles;
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using Content.Shared.Pulling;
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using Content.Shared.Pulling.Components;
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using Content.Shared.Teleportation.Components;
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using Content.Shared.Verbs;
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using Robust.Shared.Map;
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using Robust.Shared.Network;
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using Robust.Shared.Physics.Dynamics;
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using Robust.Shared.Physics.Events;
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using Robust.Shared.Player;
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using Robust.Shared.Random;
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using Robust.Shared.Utility;
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namespace Content.Shared.Teleportation.Systems;
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/// <summary>
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/// This handles teleporting entities through portals, and creating new linked portals.
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/// </summary>
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public abstract class SharedPortalSystem : EntitySystem
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{
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly INetManager _netMan = default!;
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[Dependency] private readonly EntityLookupSystem _lookup = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly SharedTransformSystem _transform = default!;
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[Dependency] private readonly SharedPullingSystem _pulling = default!;
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[Dependency] private readonly SharedPopupSystem _popup = default!;
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private const string PortalFixture = "portalFixture";
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private const string ProjectileFixture = "projectile";
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private const int MaxRandomTeleportAttempts = 20;
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/// <inheritdoc/>
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public override void Initialize()
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{
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SubscribeLocalEvent<PortalComponent, StartCollideEvent>(OnCollide);
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SubscribeLocalEvent<PortalComponent, EndCollideEvent>(OnEndCollide);
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SubscribeLocalEvent<PortalComponent, GetVerbsEvent<AlternativeVerb>>(OnGetVerbs);
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}
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private void OnGetVerbs(EntityUid uid, PortalComponent component, GetVerbsEvent<AlternativeVerb> args)
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{
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// Traversal altverb for ghosts to use that bypasses normal functionality
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if (!args.CanAccess || !HasComp<GhostComponent>(args.User))
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return;
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// Don't use the verb with unlinked or with multi-output portals
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// (this is only intended to be useful for ghosts to see where a linked portal leads)
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var disabled = !TryComp<LinkedEntityComponent>(uid, out var link) || link.LinkedEntities.Count != 1;
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args.Verbs.Add(new AlternativeVerb
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{
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Priority = 11,
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Act = () =>
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{
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if (link == null || disabled)
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return;
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var ent = link.LinkedEntities.First();
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TeleportEntity(uid, args.User, Transform(ent).Coordinates, ent, false);
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},
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Disabled = disabled,
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Text = Loc.GetString("portal-component-ghost-traverse"),
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Message = disabled
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? Loc.GetString("portal-component-no-linked-entities")
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: Loc.GetString("portal-component-can-ghost-traverse"),
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Icon = new SpriteSpecifier.Texture(new("/Textures/Interface/VerbIcons/open.svg.192dpi.png"))
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});
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}
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private bool ShouldCollide(string ourId, string otherId, Fixture our, Fixture other)
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{
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// most non-hard fixtures shouldn't pass through portals, but projectiles are non-hard as well
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// and they should still pass through
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return ourId == PortalFixture && (other.Hard || otherId == ProjectileFixture);
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}
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private void OnCollide(EntityUid uid, PortalComponent component, ref StartCollideEvent args)
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{
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if (!ShouldCollide(args.OurFixtureId, args.OtherFixtureId, args.OurFixture, args.OtherFixture))
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return;
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var subject = args.OtherEntity;
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// best not.
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if (Transform(subject).Anchored)
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return;
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// break pulls before portal enter so we dont break shit
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if (TryComp<SharedPullableComponent>(subject, out var pullable) && pullable.BeingPulled)
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{
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_pulling.TryStopPull(pullable);
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}
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if (TryComp<SharedPullerComponent>(subject, out var pulling)
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&& pulling.Pulling != null && TryComp<SharedPullableComponent>(pulling.Pulling.Value, out var subjectPulling))
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{
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_pulling.TryStopPull(subjectPulling);
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}
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// if they came from another portal, just return and wait for them to exit the portal
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if (HasComp<PortalTimeoutComponent>(subject))
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{
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return;
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}
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if (TryComp<LinkedEntityComponent>(uid, out var link))
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{
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if (!link.LinkedEntities.Any())
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return;
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// client can't predict outside of simple portal-to-portal interactions due to randomness involved
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// --also can't predict if the target doesn't exist on the client / is outside of PVS
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if (_netMan.IsClient)
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{
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var first = link.LinkedEntities.First();
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var exists = Exists(first);
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if (link.LinkedEntities.Count != 1 || !exists || (exists && Transform(first).MapID == MapId.Nullspace))
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return;
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}
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// pick a target and teleport there
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var target = _random.Pick(link.LinkedEntities);
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if (HasComp<PortalComponent>(target))
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{
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// if target is a portal, signal that they shouldn't be immediately portaled back
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var timeout = EnsureComp<PortalTimeoutComponent>(subject);
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timeout.EnteredPortal = uid;
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Dirty(timeout);
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}
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TeleportEntity(uid, subject, Transform(target).Coordinates, target);
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return;
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}
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if (_netMan.IsClient)
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return;
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// no linked entity--teleport randomly
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TeleportRandomly(uid, subject, component);
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}
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private void OnEndCollide(EntityUid uid, PortalComponent component, ref EndCollideEvent args)
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{
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if (!ShouldCollide(args.OurFixtureId, args.OtherFixtureId,args.OurFixture, args.OtherFixture))
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return;
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var subject = args.OtherEntity;
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// if they came from (not us), remove the timeout
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if (TryComp<PortalTimeoutComponent>(subject, out var timeout) && timeout.EnteredPortal != uid)
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{
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RemCompDeferred<PortalTimeoutComponent>(subject);
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}
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}
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private void TeleportEntity(EntityUid portal, EntityUid subject, EntityCoordinates target, EntityUid? targetEntity=null, bool playSound=true,
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PortalComponent? portalComponent = null)
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{
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if (!Resolve(portal, ref portalComponent))
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return;
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var ourCoords = Transform(portal).Coordinates;
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var onSameMap = ourCoords.GetMapId(EntityManager) == target.GetMapId(EntityManager);
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var distanceInvalid = portalComponent.MaxTeleportRadius != null
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&& ourCoords.TryDistance(EntityManager, target, out var distance)
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&& distance > portalComponent.MaxTeleportRadius;
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if (!onSameMap && !portalComponent.CanTeleportToOtherMaps || distanceInvalid)
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{
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if (!_netMan.IsServer)
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return;
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// Early out if this is an invalid configuration
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_popup.PopupCoordinates(Loc.GetString("portal-component-invalid-configuration-fizzle"),
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ourCoords, Filter.Pvs(ourCoords, entityMan: EntityManager), true);
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_popup.PopupCoordinates(Loc.GetString("portal-component-invalid-configuration-fizzle"),
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target, Filter.Pvs(target, entityMan: EntityManager), true);
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QueueDel(portal);
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if (targetEntity != null)
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QueueDel(targetEntity.Value);
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return;
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}
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var arrivalSound = CompOrNull<PortalComponent>(targetEntity)?.ArrivalSound ?? portalComponent.ArrivalSound;
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var departureSound = portalComponent.DepartureSound;
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// Some special cased stuff: projectiles should stop ignoring shooter when they enter a portal, to avoid
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// stacking 500 bullets in between 2 portals and instakilling people--you'll just hit yourself instead
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// (as expected)
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if (TryComp<ProjectileComponent>(subject, out var projectile))
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{
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projectile.IgnoreShooter = false;
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}
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LogTeleport(portal, subject, Transform(subject).Coordinates, target);
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_transform.SetCoordinates(subject, target);
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if (!playSound)
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return;
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_audio.PlayPredicted(departureSound, portal, subject);
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_audio.PlayPredicted(arrivalSound, subject, subject);
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}
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private void TeleportRandomly(EntityUid portal, EntityUid subject, PortalComponent? component = null)
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{
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if (!Resolve(portal, ref component))
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return;
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var xform = Transform(portal);
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var coords = xform.Coordinates;
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var newCoords = coords.Offset(_random.NextVector2(component.MaxRandomRadius));
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for (var i = 0; i < MaxRandomTeleportAttempts; i++)
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{
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var randVector = _random.NextVector2(component.MaxRandomRadius);
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newCoords = coords.Offset(randVector);
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if (!_lookup.GetEntitiesIntersecting(newCoords.ToMap(EntityManager, _transform), LookupFlags.Static).Any())
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{
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break;
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}
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}
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TeleportEntity(portal, subject, newCoords);
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}
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protected virtual void LogTeleport(EntityUid portal, EntityUid subject, EntityCoordinates source,
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EntityCoordinates target)
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{
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}
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}
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