Item status!
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@@ -3,6 +3,7 @@ using Content.Server.GameObjects.Components.Sound;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Server.Interfaces.GameObjects;
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using Content.Shared.GameObjects;
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using Content.Shared.GameObjects.Components;
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using Content.Shared.Interfaces;
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using Robust.Server.GameObjects;
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using Robust.Server.GameObjects.Components.Container;
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@@ -20,7 +21,7 @@ namespace Content.Server.GameObjects.Components.Interactable
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/// Component that represents a handheld lightsource which can be toggled on and off.
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/// </summary>
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[RegisterComponent]
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internal class HandheldLightComponent : Component, IUse, IExamine, IAttackBy, IMapInit
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internal sealed class HandheldLightComponent : SharedHandheldLightComponent, IUse, IExamine, IAttackBy, IMapInit
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{
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#pragma warning disable 649
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[Dependency] private readonly ISharedNotifyManager _notifyManager;
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@@ -44,9 +45,6 @@ namespace Content.Server.GameObjects.Components.Interactable
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return cell;
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}
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}
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public override string Name => "HandheldLight";
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/// <summary>
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/// Status of light, whether or not it is emitting light.
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@@ -73,7 +71,6 @@ namespace Content.Server.GameObjects.Components.Interactable
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}
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return true;
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}
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void IExamine.Examine(FormattedMessage message)
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@@ -153,6 +150,7 @@ namespace Content.Server.GameObjects.Components.Interactable
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{
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soundComponent.Play("/Audio/machines/button.ogg");
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}
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_notifyManager.PopupMessage(Owner, user, _localizationManager.GetString("Cell missing..."));
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return;
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}
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@@ -166,6 +164,7 @@ namespace Content.Server.GameObjects.Components.Interactable
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{
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soundComponent.Play("/Audio/machines/button.ogg");
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}
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_notifyManager.PopupMessage(Owner, user, _localizationManager.GetString("Dead cell..."));
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return;
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}
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@@ -195,6 +194,8 @@ namespace Content.Server.GameObjects.Components.Interactable
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var cell = Cell;
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if (cell == null || !cell.TryDeductWattage(Wattage, frameTime)) TurnOff();
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Dirty();
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}
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private void EjectCell(IEntity user)
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@@ -227,6 +228,23 @@ namespace Content.Server.GameObjects.Components.Interactable
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}
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}
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public override ComponentState GetComponentState()
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{
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if (Cell == null)
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{
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return new HandheldLightComponentState(null);
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}
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if (Cell.AvailableCharge(1) < Wattage)
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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);
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}
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return new HandheldLightComponentState(Cell.Charge / Cell.Capacity);
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}
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[Verb]
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public sealed class EjectCellVerb : Verb<HandheldLightComponent>
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{
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@@ -252,6 +270,7 @@ namespace Content.Server.GameObjects.Components.Interactable
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{
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return;
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}
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var cell = Owner.EntityManager.SpawnEntity("PowerCellSmallHyper", Owner.Transform.GridPosition);
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_cellContainer.Insert(cell);
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}
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