Optimise flashlights (#2468)
Flashlights were calling dirty EVERY TICK so this just means they only call it when absoluetely necessary which saves a lot. Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
This commit is contained in:
@@ -14,10 +14,9 @@ namespace Content.Client.GameObjects.Components
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[RegisterComponent]
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[RegisterComponent]
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public sealed class HandheldLightComponent : SharedHandheldLightComponent, IItemStatus
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public sealed class HandheldLightComponent : SharedHandheldLightComponent, IItemStatus
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{
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{
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private bool _hasCell;
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[ViewVariables] protected override bool HasCell => _level != null;
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[ViewVariables] public float? Charge { get; private set; }
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private byte? _level;
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[ViewVariables] protected override bool HasCell => _hasCell;
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public Control MakeControl()
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public Control MakeControl()
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{
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{
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@@ -29,8 +28,7 @@ namespace Content.Client.GameObjects.Components
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if (!(curState is HandheldLightComponentState cast))
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if (!(curState is HandheldLightComponentState cast))
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return;
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return;
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Charge = cast.Charge;
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_level = cast.Charge;
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_hasCell = cast.HasCell;
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}
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}
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private sealed class StatusControl : Control
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private sealed class StatusControl : Control
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@@ -38,7 +36,7 @@ namespace Content.Client.GameObjects.Components
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private const float TimerCycle = 1;
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private const float TimerCycle = 1;
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private readonly HandheldLightComponent _parent;
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private readonly HandheldLightComponent _parent;
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private readonly PanelContainer[] _sections = new PanelContainer[5];
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private readonly PanelContainer[] _sections = new PanelContainer[StatusLevels - 1];
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private float _timer;
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private float _timer;
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@@ -76,22 +74,18 @@ namespace Content.Client.GameObjects.Components
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{
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{
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base.Update(args);
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base.Update(args);
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if (!_parent.HasCell)
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return;
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_timer += args.DeltaSeconds;
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_timer += args.DeltaSeconds;
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_timer %= TimerCycle;
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_timer %= TimerCycle;
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var charge = _parent.Charge ?? 0;
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var level = _parent._level;
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int level;
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for (var i = 0; i < _sections.Length; i++)
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if (MathHelper.CloseTo(charge, 0))
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{
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{
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level = 0;
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if (i == 0)
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}
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else
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{
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{
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level = ContentHelpers.RoundToNearestLevels(charge, 1.0, 6) + 1;
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}
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if (level == 0)
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if (level == 0)
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{
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{
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_sections[0].PanelOverride = _styleBoxUnlit;
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_sections[0].PanelOverride = _styleBoxUnlit;
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@@ -106,10 +100,11 @@ namespace Content.Client.GameObjects.Components
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_sections[0].PanelOverride = _styleBoxLit;
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_sections[0].PanelOverride = _styleBoxLit;
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}
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}
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_sections[1].PanelOverride = level >= 3 ? _styleBoxLit : _styleBoxUnlit;
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continue;
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_sections[2].PanelOverride = level >= 4 ? _styleBoxLit : _styleBoxUnlit;
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}
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_sections[3].PanelOverride = level >= 5 ? _styleBoxLit : _styleBoxUnlit;
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_sections[4].PanelOverride = level >= 6 ? _styleBoxLit : _styleBoxUnlit;
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_sections[i].PanelOverride = level >= i + 2 ? _styleBoxLit : _styleBoxUnlit;
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}
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}
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}
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}
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}
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}
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}
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@@ -34,10 +34,10 @@ namespace Content.Client.GameObjects.Components.Power
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base.OnChangeData(component);
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base.OnChangeData(component);
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var sprite = component.Owner.GetComponent<ISpriteComponent>();
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var sprite = component.Owner.GetComponent<ISpriteComponent>();
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if (component.TryGetData(PowerCellVisuals.ChargeLevel, out float fraction))
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if (component.TryGetData(PowerCellVisuals.ChargeLevel, out byte level))
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{
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{
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int level = ContentHelpers.RoundToNearestLevels(fraction, 1, 4) * 25;
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var adjustedLevel = level * 25;
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sprite.LayerSetState(Layers.Charge, $"{_prefix}_{level}");
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sprite.LayerSetState(Layers.Charge, $"{_prefix}_{adjustedLevel}");
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}
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}
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}
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}
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@@ -7,12 +7,14 @@ using Content.Shared.GameObjects.Components;
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using Content.Shared.GameObjects.EntitySystems;
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using Content.Shared.GameObjects.EntitySystems;
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using Content.Shared.Interfaces;
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using Content.Shared.Interfaces;
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using Content.Shared.Interfaces.GameObjects.Components;
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using Content.Shared.Interfaces.GameObjects.Components;
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using Content.Shared.Utility;
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using Robust.Server.GameObjects;
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using Robust.Server.GameObjects;
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using Robust.Server.GameObjects.EntitySystems;
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using Robust.Server.GameObjects.EntitySystems;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Localization;
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using Robust.Shared.Localization;
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using Robust.Shared.Maths;
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using Robust.Shared.Serialization;
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using Robust.Shared.Serialization;
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using Robust.Shared.Utility;
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using Robust.Shared.Utility;
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using Robust.Shared.ViewVariables;
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using Robust.Shared.ViewVariables;
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@@ -41,6 +43,11 @@ namespace Content.Server.GameObjects.Components.Interactable
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[ViewVariables(VVAccess.ReadWrite)] public string? TurnOnFailSound;
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[ViewVariables(VVAccess.ReadWrite)] public string? TurnOnFailSound;
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[ViewVariables(VVAccess.ReadWrite)] public string? TurnOffSound;
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[ViewVariables(VVAccess.ReadWrite)] public string? TurnOffSound;
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/// <summary>
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/// Client-side ItemStatus level
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/// </summary>
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private byte? _lastLevel;
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public override void ExposeData(ObjectSerializer serializer)
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public override void ExposeData(ObjectSerializer serializer)
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{
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{
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base.ExposeData(serializer);
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base.ExposeData(serializer);
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@@ -190,24 +197,34 @@ namespace Content.Server.GameObjects.Components.Interactable
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}
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}
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if (Activated && !Cell.TryUseCharge(Wattage * frameTime)) TurnOff(false);
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if (Activated && !Cell.TryUseCharge(Wattage * frameTime)) TurnOff(false);
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var level = GetLevel();
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if (level != _lastLevel)
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{
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_lastLevel = level;
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Dirty();
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Dirty();
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}
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}
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}
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// Curently every single flashlight has the same number of levels for status and that's all it uses the charge for
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// Thus we'll just check if the level changes.
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private byte? GetLevel()
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{
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if (Cell == null)
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return null;
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var currentCharge = Cell.CurrentCharge;
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if (MathHelper.CloseTo(currentCharge, 0) || Wattage > currentCharge)
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return 0;
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return (byte?) ContentHelpers.RoundToNearestLevels(currentCharge / Cell.MaxCharge * 255, 255, StatusLevels);
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}
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public override ComponentState GetComponentState()
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public override ComponentState GetComponentState()
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{
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{
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if (Cell == null)
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return new HandheldLightComponentState(GetLevel());
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{
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return new HandheldLightComponentState(null, false);
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}
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if (Wattage > Cell.CurrentCharge)
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{
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// Practically zero.
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// This is so the item status works correctly.
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return new HandheldLightComponentState(0, HasCell);
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}
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return new HandheldLightComponentState(Cell.CurrentCharge / Cell.MaxCharge, HasCell);
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}
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}
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}
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}
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}
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}
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@@ -1,5 +1,6 @@
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using Content.Shared.GameObjects.Components.Power;
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using Content.Shared.GameObjects.Components.Power;
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using Content.Shared.GameObjects.EntitySystems;
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using Content.Shared.GameObjects.EntitySystems;
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using Content.Shared.Utility;
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using Robust.Server.GameObjects;
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using Robust.Server.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Localization;
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using Robust.Shared.Localization;
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@@ -45,10 +46,15 @@ namespace Content.Server.GameObjects.Components.Power
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{
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{
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if (Owner.TryGetComponent(out AppearanceComponent appearance))
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if (Owner.TryGetComponent(out AppearanceComponent appearance))
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{
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{
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appearance.SetData(PowerCellVisuals.ChargeLevel, CurrentCharge / MaxCharge);
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appearance.SetData(PowerCellVisuals.ChargeLevel, GetLevel(CurrentCharge / MaxCharge));
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}
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}
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}
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}
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private byte GetLevel(float fraction)
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{
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return (byte) ContentHelpers.RoundToNearestLevels(fraction, 1, SharedPowerCell.PowerCellVisualsLevels);
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}
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void IExamine.Examine(FormattedMessage message, bool inDetailsRange)
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void IExamine.Examine(FormattedMessage message, bool inDetailsRange)
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{
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{
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if(inDetailsRange)
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if(inDetailsRange)
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@@ -3,6 +3,11 @@ using Robust.Shared.Serialization;
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namespace Content.Shared.GameObjects.Components.Power
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namespace Content.Shared.GameObjects.Components.Power
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{
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{
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public static class SharedPowerCell
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{
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public const int PowerCellVisualsLevels = 4;
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}
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[Serializable, NetSerializable]
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[Serializable, NetSerializable]
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public enum PowerCellVisuals
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public enum PowerCellVisuals
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{
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{
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@@ -11,18 +11,17 @@ namespace Content.Shared.GameObjects.Components
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protected abstract bool HasCell { get; }
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protected abstract bool HasCell { get; }
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protected const int StatusLevels = 6;
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[Serializable, NetSerializable]
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[Serializable, NetSerializable]
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protected sealed class HandheldLightComponentState : ComponentState
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protected sealed class HandheldLightComponentState : ComponentState
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{
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{
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public HandheldLightComponentState(float? charge, bool hasCell) : base(ContentNetIDs.HANDHELD_LIGHT)
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public byte? Charge { get; }
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public HandheldLightComponentState(byte? charge) : base(ContentNetIDs.HANDHELD_LIGHT)
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{
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{
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Charge = charge;
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Charge = charge;
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HasCell = hasCell;
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}
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}
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public float? Charge { get; }
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public bool HasCell { get; }
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}
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}
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}
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}
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