Fix SetMobStateThreshold and MobThresholdsComponent networking (#16840)
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@@ -1,6 +1,7 @@
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using Content.Shared.FixedPoint;
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using Content.Shared.Mobs.Systems;
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using Robust.Shared.GameStates;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Mobs.Components;
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@@ -8,18 +9,38 @@ namespace Content.Shared.Mobs.Components;
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[Access(typeof(MobThresholdSystem))]
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public sealed class MobThresholdsComponent : Component
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{
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[DataField("thresholds", required:true), AutoNetworkedField(true)]
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[DataField("thresholds", required:true)]
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public SortedDictionary<FixedPoint2, MobState> Thresholds = new();
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[DataField("triggersAlerts"), AutoNetworkedField]
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[DataField("triggersAlerts")]
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public bool TriggersAlerts = true;
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[DataField("currentThresholdState"), AutoNetworkedField]
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[DataField("currentThresholdState")]
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public MobState CurrentThresholdState;
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/// <summary>
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/// Whether or not this entity can be revived out of a dead state.
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/// </summary>
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[DataField("allowRevives"), AutoNetworkedField]
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[DataField("allowRevives")]
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public bool AllowRevives;
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}
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[Serializable, NetSerializable]
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public sealed class MobThresholdsComponentState : ComponentState
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{
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public Dictionary<FixedPoint2, MobState> UnsortedThresholds;
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public bool TriggersAlerts;
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public MobState CurrentThresholdState;
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public bool AllowRevives;
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public MobThresholdsComponentState(Dictionary<FixedPoint2, MobState> unsortedThresholds, bool triggersAlerts, MobState currentThresholdState, bool allowRevives)
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{
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UnsortedThresholds = unsortedThresholds;
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TriggersAlerts = triggersAlerts;
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CurrentThresholdState = currentThresholdState;
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AllowRevives = allowRevives;
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}
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}
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