Event-ify Rejuvenate (#11145)
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@@ -1,3 +1,4 @@
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using Content.Shared.Rejuvenate;
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using Content.Shared.StatusEffect;
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using Robust.Shared.GameStates;
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using Robust.Shared.Timing;
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@@ -22,6 +23,7 @@ namespace Content.Shared.Jittering
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{
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SubscribeLocalEvent<JitteringComponent, ComponentGetState>(OnGetState);
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SubscribeLocalEvent<JitteringComponent, ComponentHandleState>(OnHandleState);
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SubscribeLocalEvent<JitteringComponent, RejuvenateEvent>(OnRejuvenate);
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}
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private void OnGetState(EntityUid uid, JitteringComponent component, ref ComponentGetState args)
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@@ -38,6 +40,11 @@ namespace Content.Shared.Jittering
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component.Frequency = jitteringState.Frequency;
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}
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private void OnRejuvenate(EntityUid uid, JitteringComponent component, RejuvenateEvent args)
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{
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EntityManager.RemoveComponentDeferred<JitteringComponent>(uid);
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}
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/// <summary>
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/// Applies a jitter effect to the specified entity.
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/// You can apply this to any entity whatsoever, so be careful what you use it on!
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