Flammable system bug fixes. (#21594)
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@@ -6,16 +6,15 @@ namespace Content.Server.Atmos.Components
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[RegisterComponent]
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public sealed partial class FlammableComponent : Component
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{
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[ViewVariables]
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public bool Resisting = false;
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[ViewVariables]
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public readonly List<EntityUid> Collided = new();
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[DataField]
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public bool Resisting;
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField]
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public bool OnFire { get; set; }
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField]
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public float FireStacks { get; set; }
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[ViewVariables(VVAccess.ReadWrite)]
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@@ -56,6 +56,7 @@ namespace Content.Server.Atmos.EntitySystems
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private float _timer;
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private readonly Dictionary<Entity<FlammableComponent>, float> _fireEvents = new();
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private readonly List<EntityUid> _toRemove = new();
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public override void Initialize()
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{
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@@ -73,7 +74,6 @@ namespace Content.Server.Atmos.EntitySystems
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SubscribeLocalEvent<IgniteOnMeleeHitComponent, MeleeHitEvent>(OnMeleeHit);
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SubscribeLocalEvent<ExtinguishOnInteractComponent, UseInHandEvent>(OnExtinguishUsingInHand);
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SubscribeLocalEvent<ExtinguishOnInteractComponent, ActivateInWorldEvent>(OnExtinguishActivateInWorld);
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}
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@@ -142,29 +142,26 @@ namespace Content.Server.Atmos.EntitySystems
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private void OnExtinguishActivateInWorld(EntityUid uid, ExtinguishOnInteractComponent component, ActivateInWorldEvent args)
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{
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TryHandExtinguish(uid, component);
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}
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if (args.Handled)
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return;
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private void OnExtinguishUsingInHand(EntityUid uid, ExtinguishOnInteractComponent component, UseInHandEvent args)
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{
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TryHandExtinguish(uid, component);
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}
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private void TryHandExtinguish(EntityUid uid, ExtinguishOnInteractComponent component)
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{
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if (!TryComp(uid, out FlammableComponent? flammable))
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return;
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if (!flammable.OnFire)
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return;
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if (TryComp(uid, out UseDelayComponent? useDelay) && _useDelay.ActiveDelay(uid, useDelay))
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args.Handled = true;
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if (!_useDelay.BeginDelay(uid))
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return;
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_useDelay.BeginDelay(uid);
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_audio.PlayPvs(component.ExtinguishAttemptSound, uid);
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if (_random.Prob(component.Probability))
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{
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AdjustFireStacks(uid, component.StackDelta, flammable);
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} else
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}
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else
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{
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_popup.PopupEntity(Loc.GetString(component.ExtinguishFailed), uid);
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}
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@@ -173,52 +170,56 @@ namespace Content.Server.Atmos.EntitySystems
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{
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var otherUid = args.OtherEntity;
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// Collisions cause events to get raised directed at both entities. We only want to handle this collision
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// once, hence the uid check.
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if (otherUid.Id < uid.Id)
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return;
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// Normal hard collisions, though this isn't generally possible since most flammable things are mobs
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// which don't collide with one another, shouldn't work here.
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if (args.OtherFixtureId != FlammableFixtureID && args.OurFixtureId != FlammableFixtureID)
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return;
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if (!EntityManager.TryGetComponent(otherUid, out FlammableComponent? otherFlammable))
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if (!flammable.FireSpread)
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return;
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if (!flammable.FireSpread || !otherFlammable.FireSpread)
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if (!TryComp(otherUid, out FlammableComponent? otherFlammable) || !otherFlammable.FireSpread)
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return;
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if (!flammable.OnFire && !otherFlammable.OnFire)
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return; // Neither are on fire
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if (flammable.OnFire && otherFlammable.OnFire)
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{
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// Both are on fire -> equalize fire stacks.
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var avg = (flammable.FireStacks + otherFlammable.FireStacks) / 2;
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flammable.FireStacks = flammable.CanExtinguish ? avg : Math.Max(flammable.FireStacks, avg);
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otherFlammable.FireStacks = otherFlammable.CanExtinguish ? avg : Math.Max(otherFlammable.FireStacks, avg);
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UpdateAppearance(uid, flammable);
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UpdateAppearance(otherUid, otherFlammable);
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return;
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}
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// Only one is on fire -> attempt to spread the fire.
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if (flammable.OnFire)
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{
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if (otherFlammable.OnFire)
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{
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if (flammable.CanExtinguish)
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{
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var fireSplit = (flammable.FireStacks + otherFlammable.FireStacks) / 2;
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flammable.FireStacks = fireSplit;
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otherFlammable.FireStacks = fireSplit;
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}
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else
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{
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otherFlammable.FireStacks = flammable.FireStacks / 2;
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}
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}
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else
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{
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if (!flammable.CanExtinguish)
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{
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otherFlammable.FireStacks += flammable.FireStacks / 2;
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Ignite(otherUid, uid, otherFlammable);
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if (flammable.CanExtinguish)
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{
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flammable.FireStacks /= 2;
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UpdateAppearance(uid, flammable);
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}
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}
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else
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{
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flammable.FireStacks /= 2;
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otherFlammable.FireStacks += flammable.FireStacks;
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Ignite(otherUid, uid, otherFlammable);
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}
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}
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}
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else if (otherFlammable.OnFire)
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flammable.FireStacks += otherFlammable.FireStacks / 2;
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Ignite(uid, otherUid, flammable);
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if (otherFlammable.CanExtinguish)
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{
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otherFlammable.FireStacks /= 2;
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flammable.FireStacks += otherFlammable.FireStacks;
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Ignite(uid, otherUid, flammable);
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UpdateAppearance(otherUid, otherFlammable);
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}
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}
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}
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@@ -254,7 +255,7 @@ namespace Content.Server.Atmos.EntitySystems
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// This is intended so that matches & candles can re-use code for un-shaded layers on in-hand sprites.
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// However, this could cause conflicts if something is ACTUALLY both a toggleable light and flammable.
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// if that ever happens, then fire visuals will need to implement their own in-hand sprite management.
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_appearance.SetData(uid, ToggleableLightVisuals.Enabled, true, appearance);
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_appearance.SetData(uid, ToggleableLightVisuals.Enabled, flammable.OnFire, appearance);
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}
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public void AdjustFireStacks(EntityUid uid, float relativeFireStacks, FlammableComponent? flammable = null)
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@@ -266,7 +267,7 @@ namespace Content.Server.Atmos.EntitySystems
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if (flammable.OnFire && flammable.FireStacks <= 0)
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Extinguish(uid, flammable);
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else
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UpdateAppearance(uid, flammable);
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}
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@@ -282,8 +283,6 @@ namespace Content.Server.Atmos.EntitySystems
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flammable.OnFire = false;
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flammable.FireStacks = 0;
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flammable.Collided.Clear();
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UpdateAppearance(uid, flammable);
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}
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@@ -409,24 +408,6 @@ namespace Content.Server.Atmos.EntitySystems
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700f, 50f, uid, true);
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}
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for (var i = flammable.Collided.Count - 1; i >= 0; i--)
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{
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var otherUid = flammable.Collided[i];
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if (!otherUid.IsValid() || !EntityManager.EntityExists(otherUid))
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{
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flammable.Collided.RemoveAt(i);
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continue;
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}
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// TODO: Sloth, please save our souls!
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// no
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if (!_lookup.GetWorldAABB(uid, transform).Intersects(_lookup.GetWorldAABB(otherUid)))
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{
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flammable.Collided.RemoveAt(i);
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}
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}
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}
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}
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}
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@@ -77,13 +77,20 @@ public sealed class UseDelaySystem : EntitySystem
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}
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}
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public void BeginDelay(EntityUid uid, UseDelayComponent? component = null)
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/// <summary>
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/// Attempts tp start a use-delay for some entity. Returns true unless there is already an active delay.
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/// </summary>
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/// <remarks>
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/// Note that this will always return true if the entity does not have a use delay component, as in that case there
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/// is no reason to block/prevent an interaction.
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/// </remarks>
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public bool BeginDelay(EntityUid uid, UseDelayComponent? component = null)
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{
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if (!Resolve(uid, ref component, false))
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return;
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return true;
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if (component.ActiveDelay)
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return;
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return false;
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DebugTools.Assert(!_activeDelays.Contains(component));
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_activeDelays.Add(component);
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@@ -91,12 +98,12 @@ public sealed class UseDelaySystem : EntitySystem
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var currentTime = _gameTiming.CurTime;
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component.LastUseTime = currentTime;
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component.DelayEndTime = currentTime + component.Delay;
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Dirty(component);
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Dirty(uid, component);
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// TODO just merge these components?
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var cooldown = EnsureComp<ItemCooldownComponent>(component.Owner);
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var cooldown = EnsureComp<ItemCooldownComponent>(uid);
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cooldown.CooldownStart = currentTime;
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cooldown.CooldownEnd = component.DelayEndTime;
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return true;
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}
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public bool ActiveDelay(EntityUid uid, UseDelayComponent? component = null)
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