Refactor a bunch of stuff.
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using System;
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using Content.Client.UserInterface.Stylesheets;
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using Content.Client.Utility;
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using Content.Shared.GameObjects;
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using Content.Shared.GameObjects.Components.Interactable;
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using Robust.Client.UserInterface;
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using Robust.Client.UserInterface.Controls;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Localization;
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using Robust.Shared.Serialization;
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using Robust.Shared.Timing;
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using Robust.Shared.ViewVariables;
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namespace Content.Client.GameObjects.Components.Interactable
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{
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[RegisterComponent]
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public class MultiToolComponent : Component, IItemStatus
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{
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private ToolQuality _behavior;
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private bool _statusShowBehavior;
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[ViewVariables(VVAccess.ReadWrite)] private bool _uiUpdateNeeded;
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[ViewVariables] public bool StatusShowBehavior => _statusShowBehavior;
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[ViewVariables] public ToolQuality Behavior => _behavior;
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public override string Name => "MultiTool";
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public override uint? NetID => ContentNetIDs.MULTITOOLS;
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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serializer.DataField(ref _statusShowBehavior, "statusShowBehavior", true);
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}
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public override void HandleComponentState(ComponentState curState, ComponentState nextState)
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{
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if (!(curState is MultiToolComponentState tool)) return;
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_behavior = tool.Quality;
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_uiUpdateNeeded = true;
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}
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public Control MakeControl() => new StatusControl(this);
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private sealed class StatusControl : Control
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{
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private readonly MultiToolComponent _parent;
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private readonly RichTextLabel _label;
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public StatusControl(MultiToolComponent parent)
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{
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_parent = parent;
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_label = new RichTextLabel {StyleClasses = {StyleNano.StyleClassItemStatus}};
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AddChild(_label);
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parent._uiUpdateNeeded = true;
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}
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protected override void Update(FrameEventArgs args)
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{
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base.Update(args);
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if (!_parent._uiUpdateNeeded)
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{
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return;
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}
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_parent._uiUpdateNeeded = false;
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if(!_parent.StatusShowBehavior)
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_label.SetMarkup(string.Empty);
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else
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_label.SetMarkup(_parent.Behavior.ToString());
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}
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}
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}
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}
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