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GitHub
parent
ea60a81fdf
commit
103bc19508
@@ -43,14 +43,14 @@ namespace Content.Server.Cargo.Components
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{
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if (args.Powered && _currentState == CargoTelepadState.Unpowered) {
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_currentState = CargoTelepadState.Idle;
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if(Owner.TryGetComponent<SpriteComponent>(out var spriteComponent))
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if(Owner.TryGetComponent<SpriteComponent>(out var spriteComponent) && spriteComponent.LayerCount > 0)
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spriteComponent.LayerSetState(0, "idle");
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TeleportLoop();
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}
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else if (!args.Powered)
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{
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_currentState = CargoTelepadState.Unpowered;
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if (Owner.TryGetComponent<SpriteComponent>(out var spriteComponent))
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if (Owner.TryGetComponent<SpriteComponent>(out var spriteComponent) && spriteComponent.LayerCount > 0)
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spriteComponent.LayerSetState(0, "offline");
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}
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}
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@@ -59,14 +59,14 @@ namespace Content.Server.Cargo.Components
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if (_currentState == CargoTelepadState.Idle && _teleportQueue.Count > 0)
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{
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_currentState = CargoTelepadState.Charging;
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if (Owner.TryGetComponent<SpriteComponent>(out var spriteComponent))
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if (Owner.TryGetComponent<SpriteComponent>(out var spriteComponent) && spriteComponent.LayerCount > 0)
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spriteComponent.LayerSetState(0, "idle");
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Owner.SpawnTimer((int) (TeleportDelay * 1000), () =>
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{
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if (!Deleted && !Owner.Deleted && _currentState == CargoTelepadState.Charging && _teleportQueue.Count > 0)
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{
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_currentState = CargoTelepadState.Teleporting;
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if (Owner.TryGetComponent<SpriteComponent>(out var spriteComponent))
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if (Owner.TryGetComponent<SpriteComponent>(out var spriteComponent) && spriteComponent.LayerCount > 0)
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spriteComponent.LayerSetState(0, "beam");
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Owner.SpawnTimer((int) (TeleportDuration * 1000), () =>
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{
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@@ -75,7 +75,7 @@ namespace Content.Server.Cargo.Components
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SoundSystem.Play(Filter.Pvs(Owner), "/Audio/Machines/phasein.ogg", Owner, AudioParams.Default.WithVolume(-8f));
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Owner.EntityManager.SpawnEntity(_teleportQueue[0].Product, Owner.Transform.Coordinates);
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_teleportQueue.RemoveAt(0);
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if (Owner.TryGetComponent<SpriteComponent>(out var spriteComponent))
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if (Owner.TryGetComponent<SpriteComponent>(out var spriteComponent) && spriteComponent.LayerCount > 0)
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spriteComponent.LayerSetState(0, "idle");
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_currentState = CargoTelepadState.Idle;
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TeleportLoop();
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