Makes adjustment to macro bomb implants and how mobstate trigger handles suicide (#12682)
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@@ -5,26 +5,18 @@ using Content.Server.Chemistry.Components.SolutionManager;
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using Content.Server.Explosion.Components;
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using Content.Server.Flash;
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using Content.Server.Flash.Components;
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using Content.Server.Sticky.Events;
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using Content.Shared.Actions;
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using Content.Shared.Body.Components;
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using JetBrains.Annotations;
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using Robust.Shared.Audio;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Dynamics;
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using Robust.Shared.Player;
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using Content.Shared.Trigger;
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using Content.Shared.Database;
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using Content.Shared.Explosion;
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using Content.Shared.Implants.Components;
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using Content.Shared.Interaction;
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using Content.Shared.MobState;
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using Content.Shared.Payload.Components;
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using Content.Shared.StepTrigger.Systems;
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using Robust.Server.Containers;
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using Content.Shared.Trigger;
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using JetBrains.Annotations;
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using Robust.Shared.Audio;
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using Robust.Shared.Containers;
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using Robust.Shared.Physics.Events;
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using Robust.Shared.Physics.Systems;
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using Robust.Shared.Player;
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namespace Content.Server.Explosion.EntitySystems
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{
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@@ -63,12 +55,12 @@ namespace Content.Server.Explosion.EntitySystems
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InitializeSignal();
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InitializeTimedCollide();
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InitializeVoice();
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InitializeMobstate();
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SubscribeLocalEvent<TriggerOnCollideComponent, StartCollideEvent>(OnTriggerCollide);
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SubscribeLocalEvent<TriggerOnActivateComponent, ActivateInWorldEvent>(OnActivate);
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SubscribeLocalEvent<TriggerImplantActionComponent, ActivateImplantEvent>(OnImplantTrigger);
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SubscribeLocalEvent<TriggerOnStepTriggerComponent, StepTriggeredEvent>(OnStepTriggered);
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SubscribeLocalEvent<TriggerOnMobstateChangeComponent, MobStateChangedEvent>(OnMobStateChanged);
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SubscribeLocalEvent<DeleteOnTriggerComponent, TriggerEvent>(HandleDeleteTrigger);
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SubscribeLocalEvent<ExplodeOnTriggerComponent, TriggerEvent>(HandleExplodeTrigger);
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@@ -130,29 +122,6 @@ namespace Content.Server.Explosion.EntitySystems
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Trigger(uid, args.Tripper);
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}
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private void OnMobStateChanged(EntityUid uid, TriggerOnMobstateChangeComponent component, MobStateChangedEvent args)
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{
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if (component.MobState < args.CurrentMobState)
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return;
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//This chains Mobstate Changed triggers with OnUseTimerTrigger if they have it
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//Very useful for things that require a mobstate change and a timer
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if (TryComp<OnUseTimerTriggerComponent>(uid, out var timerTrigger))
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{
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HandleTimerTrigger(
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uid,
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args.Origin,
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timerTrigger.Delay,
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timerTrigger.BeepInterval,
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timerTrigger.InitialBeepDelay,
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timerTrigger.BeepSound,
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timerTrigger.BeepParams);
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}
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else
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Trigger(uid);
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}
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public bool Trigger(EntityUid trigger, EntityUid? user = null)
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{
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var triggerEvent = new TriggerEvent(trigger, user);
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