Makes thieving gloves sneakier (#21398)
* Hidden DoAfters * Fix formatting warnings * Hide progress bar and pickup animation * Copy Hidden field in copy constructor
This commit is contained in:
@@ -4,6 +4,7 @@ using Robust.Client.GameObjects;
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using Robust.Client.Graphics;
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using Robust.Shared.Enums;
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using Robust.Shared.Graphics;
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using Robust.Client.Player;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Timing;
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using Robust.Shared.Utility;
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@@ -14,6 +15,7 @@ public sealed class DoAfterOverlay : Overlay
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{
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private readonly IEntityManager _entManager;
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private readonly IGameTiming _timing;
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private readonly IPlayerManager _player;
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private readonly SharedTransformSystem _transform;
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private readonly MetaDataSystem _meta;
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@@ -31,10 +33,11 @@ public sealed class DoAfterOverlay : Overlay
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public override OverlaySpace Space => OverlaySpace.WorldSpaceBelowFOV;
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public DoAfterOverlay(IEntityManager entManager, IPrototypeManager protoManager, IGameTiming timing)
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public DoAfterOverlay(IEntityManager entManager, IPrototypeManager protoManager, IGameTiming timing, IPlayerManager player)
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{
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_entManager = entManager;
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_timing = timing;
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_player = player;
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_transform = _entManager.EntitySysManager.GetEntitySystem<SharedTransformSystem>();
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_meta = _entManager.EntitySysManager.GetEntitySystem<MetaDataSystem>();
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var sprite = new SpriteSpecifier.Rsi(new("/Textures/Interface/Misc/progress_bar.rsi"), "icon");
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@@ -58,6 +61,7 @@ public sealed class DoAfterOverlay : Overlay
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var curTime = _timing.CurTime;
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var bounds = args.WorldAABB.Enlarged(5f);
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var localEnt = _player.LocalSession?.AttachedEntity;
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var metaQuery = _entManager.GetEntityQuery<MetaDataComponent>();
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var enumerator = _entManager.AllEntityQueryEnumerator<ActiveDoAfterComponent, DoAfterComponent, SpriteComponent, TransformComponent>();
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@@ -88,6 +92,17 @@ public sealed class DoAfterOverlay : Overlay
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foreach (var doAfter in comp.DoAfters.Values)
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{
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// Hide some DoAfters from other players for stealthy actions (ie: thieving gloves)
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var alpha = 1f;
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if (doAfter.Args.Hidden)
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{
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if (uid != localEnt)
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continue;
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// Hints to the local player that this do-after is not visible to other players.
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alpha = 0.5f;
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}
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// Use the sprite itself if we know its bounds. This means short or tall sprites don't get overlapped
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// by the bar.
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float yOffset = sprite.Bounds.Height / 2f + 0.05f;
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@@ -110,13 +125,13 @@ public sealed class DoAfterOverlay : Overlay
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elapsedRatio = (float) Math.Min(1, elapsed.TotalSeconds / doAfter.Args.Delay.TotalSeconds);
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var cancelElapsed = (time - doAfter.CancelledTime.Value).TotalSeconds;
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var flash = Math.Floor(cancelElapsed / FlashTime) % 2 == 0;
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color = new Color(1f, 0f, 0f, flash ? 1f : 0f);
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color = new Color(1f, 0f, 0f, flash ? alpha : 0f);
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}
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else
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{
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var elapsed = time - doAfter.StartTime;
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elapsedRatio = (float) Math.Min(1, elapsed.TotalSeconds / doAfter.Args.Delay.TotalSeconds);
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color = GetProgressColor(elapsedRatio);
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color = GetProgressColor(elapsedRatio, alpha);
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}
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var xProgress = (EndX - StartX) * elapsedRatio + StartX;
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@@ -131,14 +146,14 @@ public sealed class DoAfterOverlay : Overlay
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handle.SetTransform(Matrix3.Identity);
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}
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public static Color GetProgressColor(float progress)
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public static Color GetProgressColor(float progress, float alpha = 1f)
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{
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if (progress >= 1.0f)
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{
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return new Color(0f, 1f, 0f);
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return new Color(0f, 1f, 0f, alpha);
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}
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// lerp
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var hue = (5f / 18f) * progress;
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return Color.FromHsv((hue, 1f, 0.75f, 1f));
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return Color.FromHsv((hue, 1f, 0.75f, alpha));
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}
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}
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@@ -21,7 +21,7 @@ public sealed class DoAfterSystem : SharedDoAfterSystem
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public override void Initialize()
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{
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base.Initialize();
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_overlay.AddOverlay(new DoAfterOverlay(EntityManager, _prototype, GameTiming));
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_overlay.AddOverlay(new DoAfterOverlay(EntityManager, _prototype, GameTiming, _player));
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}
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public override void Shutdown()
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@@ -221,6 +221,7 @@ namespace Content.Server.Strip
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var doAfterArgs = new DoAfterArgs(EntityManager, user, ev.Time, new AwaitedDoAfterEvent(), null, target: target, used: held)
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{
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ExtraCheck = Check,
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Hidden = ev.Stealth,
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AttemptFrequency = AttemptFrequency.EveryTick,
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BreakOnDamage = true,
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BreakOnTargetMove = true,
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@@ -294,6 +295,7 @@ namespace Content.Server.Strip
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var doAfterArgs = new DoAfterArgs(EntityManager, user, ev.Time, new AwaitedDoAfterEvent(), null, target: target, used: held)
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{
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ExtraCheck = Check,
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Hidden = ev.Stealth,
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AttemptFrequency = AttemptFrequency.EveryTick,
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BreakOnDamage = true,
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BreakOnTargetMove = true,
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@@ -308,7 +310,7 @@ namespace Content.Server.Strip
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if (result != DoAfterStatus.Finished) return;
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_handsSystem.TryDrop(user, checkActionBlocker: false, handsComp: userHands);
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_handsSystem.TryPickup(target, held, handName, checkActionBlocker: false, animateUser: true, handsComp: hands);
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_handsSystem.TryPickup(target, held, handName, checkActionBlocker: false, animateUser: !ev.Stealth, animate: !ev.Stealth, handsComp: hands);
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_adminLogger.Add(LogType.Stripping, LogImpact.Medium, $"{ToPrettyString(user):user} has placed the item {ToPrettyString(held):item} in {ToPrettyString(target):target}'s hands");
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// hand update will trigger strippable update
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}
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@@ -354,6 +356,7 @@ namespace Content.Server.Strip
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var doAfterArgs = new DoAfterArgs(EntityManager, user, ev.Time, new AwaitedDoAfterEvent(), null, target: target, used: item)
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{
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ExtraCheck = Check,
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Hidden = ev.Stealth,
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AttemptFrequency = AttemptFrequency.EveryTick,
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BreakOnDamage = true,
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BreakOnTargetMove = true,
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@@ -389,7 +392,7 @@ namespace Content.Server.Strip
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// Raise a dropped event, so that things like gas tank internals properly deactivate when stripping
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RaiseLocalEvent(item, new DroppedEvent(user), true);
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_handsSystem.PickupOrDrop(user, item);
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_handsSystem.PickupOrDrop(user, item, animateUser: !ev.Stealth, animate: !ev.Stealth);
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_adminLogger.Add(LogType.Stripping, LogImpact.Medium, $"{ToPrettyString(user):user} has stripped the item {ToPrettyString(item):item} from {ToPrettyString(target):target}");
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}
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@@ -430,6 +433,7 @@ namespace Content.Server.Strip
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var doAfterArgs = new DoAfterArgs(EntityManager, user, ev.Time, new AwaitedDoAfterEvent(), null, target: target, used: item)
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{
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ExtraCheck = Check,
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Hidden = ev.Stealth,
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AttemptFrequency = AttemptFrequency.EveryTick,
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BreakOnDamage = true,
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BreakOnTargetMove = true,
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@@ -439,7 +443,7 @@ namespace Content.Server.Strip
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DuplicateCondition = DuplicateConditions.SameTool
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};
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if (Check() && _handsSystem.TryGetHand(target, handName, out var handSlot, hands) && handSlot.HeldEntity != null)
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if (!ev.Stealth && Check() && _handsSystem.TryGetHand(target, handName, out var handSlot, hands) && handSlot.HeldEntity != null)
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{
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_popup.PopupEntity(
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Loc.GetString("strippable-component-alert-owner",
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@@ -456,7 +460,7 @@ namespace Content.Server.Strip
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return;
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_handsSystem.TryDrop(target, item, checkActionBlocker: false, handsComp: hands);
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_handsSystem.PickupOrDrop(user, item, handsComp: userHands);
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_handsSystem.PickupOrDrop(user, item, animateUser: !ev.Stealth, animate: !ev.Stealth, handsComp: userHands);
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// hand update will trigger strippable update
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_adminLogger.Add(LogType.Stripping, LogImpact.Medium,
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$"{ToPrettyString(user):user} has stripped the item {ToPrettyString(item):item} from {ToPrettyString(target):target}");
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@@ -40,6 +40,12 @@ public sealed partial class DoAfterArgs
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public NetEntity? NetUsed;
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/// <summary>
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/// Whether the progress bar for this DoAfter should be hidden from other players.
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/// </summary>
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[DataField]
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public bool Hidden;
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#region Event options
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/// <summary>
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/// The event that will get raised when the DoAfter has finished. If null, this will simply raise a <see cref="SimpleDoAfterEvent"/>
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@@ -239,6 +245,7 @@ public sealed partial class DoAfterArgs
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Delay = other.Delay;
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Target = other.Target;
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Used = other.Used;
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Hidden = other.Hidden;
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EventTarget = other.EventTarget;
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Broadcast = other.Broadcast;
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NeedHand = other.NeedHand;
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