More DoAfter Changes (#14609)
* DoAfters * Compact Clone() * Fix mice and cuffables * Try generalize attempt events * moves climbabledoafter event to shared, fixes issue with climbable target * Fix merge (cuffing) * Make all events netserializable * handful of doafter events moved * moves the rest of the events to their respective shared folders * Changes all mentions of server doafter to shared * stop stripping cancellation * fix merge errors * draw paused doafters * handle unpausing * missing netserializable ref * removes break on stun reference * removes cuffing state reference * Fix tools * Fix door prying. * Fix construction * Fix dumping * Fix wielding assert * fix rev * Fix test * more test fixes --------- Co-authored-by: keronshb <keronshb@live.com>
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@@ -1,7 +1,6 @@
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using Content.Server.Administration.Logs;
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using Content.Server.DeviceNetwork;
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using Content.Server.DeviceNetwork.Systems;
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using Content.Server.DoAfter;
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using Content.Server.Ghost;
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using Content.Server.Light.Components;
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using Content.Server.MachineLinking.Events;
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@@ -40,7 +39,7 @@ namespace Content.Server.Light.EntitySystems
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[Dependency] private readonly SharedHandsSystem _handsSystem = default!;
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[Dependency] private readonly SignalLinkerSystem _signalSystem = default!;
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[Dependency] private readonly SharedContainerSystem _containerSystem = default!;
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[Dependency] private readonly DoAfterSystem _doAfterSystem = default!;
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[Dependency] private readonly SharedDoAfterSystem _doAfterSystem = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
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@@ -63,8 +62,7 @@ namespace Content.Server.Light.EntitySystems
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SubscribeLocalEvent<PoweredLightComponent, PowerChangedEvent>(OnPowerChanged);
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SubscribeLocalEvent<PoweredLightComponent, DoAfterEvent>(OnDoAfter);
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SubscribeLocalEvent<PoweredLightComponent, PoweredLightDoAfterEvent>(OnDoAfter);
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SubscribeLocalEvent<PoweredLightComponent, EmpPulseEvent>(OnEmpPulse);
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}
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@@ -140,11 +138,10 @@ namespace Content.Server.Light.EntitySystems
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}
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// removing a working bulb, so require a delay
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_doAfterSystem.DoAfter(new DoAfterEventArgs(userUid, light.EjectBulbDelay, target:uid)
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_doAfterSystem.TryStartDoAfter(new DoAfterArgs(userUid, light.EjectBulbDelay, new PoweredLightDoAfterEvent(), uid, target: uid)
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{
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BreakOnUserMove = true,
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BreakOnDamage = true,
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BreakOnStun = true
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});
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args.Handled = true;
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@@ -428,7 +425,7 @@ namespace Content.Server.Light.EntitySystems
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private void OnEmpPulse(EntityUid uid, PoweredLightComponent component, ref EmpPulseEvent args)
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{
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args.Affected = true;
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TryDestroyBulb(uid, component);
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TryDestroyBulb(uid, component);
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}
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}
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}
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