Adds FlammableComponent, humans can now catch on fire. (#2115)
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using System;
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using System.Collections.Generic;
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using Content.Server.Atmos;
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using Content.Server.GameObjects.Components.Mobs;
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using Content.Server.GameObjects.Components.Temperature;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Shared.Atmos;
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using Content.Shared.Chemistry;
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using Content.Shared.Damage;
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using Content.Shared.GameObjects.Components.Atmos;
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using Content.Shared.GameObjects.Components.Damage;
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using Content.Shared.GameObjects.Components.Mobs;
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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.GameObjects.Components;
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using Robust.Server.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.Components;
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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.IoC;
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using Robust.Shared.Localization;
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using Robust.Shared.Serialization;
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using Robust.Shared.Timers;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.GameObjects.Components.Atmos
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{
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[RegisterComponent]
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public class FlammableComponent : SharedFlammableComponent, ICollideBehavior, IFireAct, IReagentReaction
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{
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[Dependency] private IEntityManager _entityManager = default!;
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private bool _resisting = false;
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private readonly List<EntityUid> _collided = new List<EntityUid>();
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[ViewVariables(VVAccess.ReadWrite)]
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public bool OnFire { get; private set; }
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[ViewVariables(VVAccess.ReadWrite)]
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public float FireStacks { get; private set; }
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[ViewVariables(VVAccess.ReadWrite)]
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public bool FireSpread { get; private set; } = false;
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[ViewVariables(VVAccess.ReadWrite)]
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public bool CanResistFire { get; private set; } = false;
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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serializer.DataField(this, x => x.FireSpread, "fireSpread", false);
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serializer.DataField(this, x => x.CanResistFire, "canResistFire", false);
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}
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public void Ignite()
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{
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if (FireStacks > 0 && !OnFire)
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{
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OnFire = true;
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}
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UpdateAppearance();
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}
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public void Extinguish()
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{
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if (!OnFire) return;
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OnFire = false;
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FireStacks = 0;
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_collided.Clear();
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UpdateAppearance();
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}
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public void AdjustFireStacks(float relativeFireStacks)
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{
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FireStacks = MathF.Max(MathF.Min(-10f, FireStacks + relativeFireStacks), 20f);
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if (OnFire && FireStacks <= 0)
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Extinguish();
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UpdateAppearance();
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}
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public void Update(TileAtmosphere tile)
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{
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// Slowly dry ourselves off if wet.
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if (FireStacks < 0)
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{
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FireStacks = MathF.Min(0, FireStacks + 1);
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}
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Owner.TryGetComponent(out ServerStatusEffectsComponent status);
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if (!OnFire)
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{
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status?.RemoveStatusEffect(StatusEffect.Fire);
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return;
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}
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status?.ChangeStatusEffect(StatusEffect.Fire, "/Textures/Interface/StatusEffects/Fire/fire.png", null);
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if (FireStacks > 0)
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{
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if(Owner.TryGetComponent(out TemperatureComponent temp))
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{
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temp.ReceiveHeat(200 * FireStacks);
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}
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if (Owner.TryGetComponent(out IDamageableComponent damageable))
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{
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// TODO ATMOS Fire resistance from armor
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var damage = Math.Min((int) (FireStacks * 2.5f), 10);
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damageable.ChangeDamage(DamageClass.Burn, damage, false);
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}
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AdjustFireStacks(-0.1f * (_resisting ? 10f : 1f));
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}
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else
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{
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Extinguish();
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return;
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}
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// If we're in an oxygenless environment, put the fire out.
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if (tile?.Air?.GetMoles(Gas.Oxygen) < 1f)
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{
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Extinguish();
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return;
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}
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tile.HotspotExpose(700, 50, true);
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foreach (var uid in _collided.ToArray())
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{
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if (!uid.IsValid() || !_entityManager.EntityExists(uid))
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{
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_collided.Remove(uid);
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continue;
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}
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var entity = _entityManager.GetEntity(uid);
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var collidable = Owner.GetComponent<ICollidableComponent>();
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var otherCollidable = entity.GetComponent<ICollidableComponent>();
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if (!collidable.WorldAABB.Intersects(otherCollidable.WorldAABB))
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{
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_collided.Remove(uid);
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}
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}
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}
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public void CollideWith(IEntity collidedWith)
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{
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if (!collidedWith.TryGetComponent(out FlammableComponent otherFlammable))
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return;
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if (!FireSpread || !otherFlammable.FireSpread)
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return;
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if (OnFire)
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{
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if (otherFlammable.OnFire)
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{
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var fireSplit = (FireStacks + otherFlammable.FireStacks) / 2;
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FireStacks = fireSplit;
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otherFlammable.FireStacks = fireSplit;
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}
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else
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{
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FireStacks /= 2;
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otherFlammable.FireStacks += FireStacks;
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otherFlammable.Ignite();
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}
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} else if (otherFlammable.OnFire)
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{
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otherFlammable.FireStacks /= 2;
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FireStacks += otherFlammable.FireStacks;
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Ignite();
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}
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}
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private void UpdateAppearance()
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{
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if (Owner.Deleted || !Owner.TryGetComponent(out AppearanceComponent appearanceComponent)) return;
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appearanceComponent.SetData(FireVisuals.OnFire, OnFire);
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appearanceComponent.SetData(FireVisuals.FireStacks, FireStacks);
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}
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public void FireAct(float temperature, float volume)
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{
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AdjustFireStacks(3);
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Ignite();
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}
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// This needs some improvements...
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public void Resist()
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{
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if (!OnFire || !ActionBlockerSystem.CanInteract(Owner) || _resisting || !Owner.TryGetComponent(out StunnableComponent stunnable)) return;
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_resisting = true;
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Owner.PopupMessage(Loc.GetString("You stop, drop, and roll!"));
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stunnable.Paralyze(2f);
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Timer.Spawn(2000, () =>
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{
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_resisting = false;
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FireStacks -= 2f;
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UpdateAppearance();
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});
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}
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public ReagentUnit ReagentReactTouch(ReagentPrototype reagent, ReagentUnit volume)
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{
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switch (reagent.ID)
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{
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case "chem.H2O":
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Extinguish();
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AdjustFireStacks(-1.5f);
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return ReagentUnit.Zero;
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case "chem.WeldingFuel":
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case "chem.Thermite":
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case "chem.Phoron":
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case "chem.Ethanol":
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AdjustFireStacks(volume.Float() / 10f);
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return volume;
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default:
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return ReagentUnit.Zero;
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}
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}
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}
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}
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