Flashlights now run off a power cell. (#121)
* Flashlight runs off a power cell now. * Cleanup
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@@ -99,6 +99,7 @@
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<Compile Include="GameObjects\EntitySystems\Click\ExamineSystem.cs" />
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<Compile Include="GameObjects\EntitySystems\Click\ExamineSystem.cs" />
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<Compile Include="GameObjects\EntitySystems\Click\InteractionSystem.cs" />
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<Compile Include="GameObjects\EntitySystems\Click\InteractionSystem.cs" />
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<Compile Include="GameObjects\EntitySystems\DoorSystem.cs" />
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<Compile Include="GameObjects\EntitySystems\DoorSystem.cs" />
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<Compile Include="GameObjects\EntitySystems\HandHeldLightSystem.cs" />
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<Compile Include="GameObjects\EntitySystems\HandsSystem.cs" />
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<Compile Include="GameObjects\EntitySystems\HandsSystem.cs" />
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<Compile Include="GameObjects\EntitySystems\PowerApcSystem.cs" />
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<Compile Include="GameObjects\EntitySystems\PowerApcSystem.cs" />
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<Compile Include="GameObjects\EntitySystems\PowerSmesSystem.cs" />
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<Compile Include="GameObjects\EntitySystems\PowerSmesSystem.cs" />
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@@ -1,14 +1,10 @@
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using Content.Server.GameObjects.EntitySystems;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Server.GameObjects.Components.Power;
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using SS14.Server.GameObjects;
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using SS14.Server.GameObjects;
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using SS14.Server.GameObjects.Components.Container;
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using SS14.Shared.Enums;
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using SS14.Shared.Enums;
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using SS14.Shared.GameObjects;
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using SS14.Shared.Interfaces.GameObjects;
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using SS14.Shared.Interfaces.GameObjects;
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using SS14.Shared.Serialization;
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using SS14.Shared.GameObjects;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using SS14.Shared.ViewVariables;
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using SS14.Shared.ViewVariables;
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namespace Content.Server.GameObjects.Components.Interactable
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namespace Content.Server.GameObjects.Components.Interactable
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@@ -16,10 +12,25 @@ namespace Content.Server.GameObjects.Components.Interactable
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/// <summary>
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/// <summary>
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/// Component that represents a handheld lightsource which can be toggled on and off.
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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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/// </summary>
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class HandheldLightComponent : Component, EntitySystems.IUse, EntitySystems.IExamine
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class HandheldLightComponent : Component, IUse, IExamine
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{
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{
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PointLightComponent pointLight;
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private PointLightComponent _pointLight;
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SpriteComponent spriteComponent;
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private SpriteComponent _spriteComponent;
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[ViewVariables] private ContainerSlot _cellContainer;
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private PowerCellComponent Cell
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{
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get
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{
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if (_cellContainer.ContainedEntity == null)
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{
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return null;
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}
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_cellContainer.ContainedEntity.TryGetComponent(out PowerCellComponent cell);
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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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public override string Name => "HandheldLight";
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@@ -29,12 +40,22 @@ namespace Content.Server.GameObjects.Components.Interactable
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[ViewVariables]
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[ViewVariables]
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public bool Activated { get; private set; } = false;
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public bool Activated { get; private set; } = false;
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public const float Wattage = 10;
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public override void Initialize()
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public override void Initialize()
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{
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{
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base.Initialize();
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base.Initialize();
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pointLight = Owner.GetComponent<PointLightComponent>();
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_pointLight = Owner.GetComponent<PointLightComponent>();
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spriteComponent = Owner.GetComponent<SpriteComponent>();
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_spriteComponent = Owner.GetComponent<SpriteComponent>();
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_cellContainer =
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ContainerManagerComponent.Ensure<ContainerSlot>("flashlight_cell_container", Owner, out var existed);
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if (!existed)
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{
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var cell = Owner.EntityManager.SpawnEntity("PowerCellSmallHyper");
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_cellContainer.Insert(cell);
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}
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}
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}
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bool IUse.UseEntity(IEntity user)
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bool IUse.UseEntity(IEntity user)
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@@ -54,19 +75,56 @@ namespace Content.Server.GameObjects.Components.Interactable
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// Update sprite and light states to match the activation.
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// Update sprite and light states to match the activation.
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if (Activated)
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if (Activated)
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{
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{
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spriteComponent.LayerSetState(0, "lantern_on");
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_spriteComponent.LayerSetState(0, "lantern_on");
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pointLight.State = LightState.On;
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_pointLight.State = LightState.On;
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}
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}
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else
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else
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{
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{
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spriteComponent.LayerSetState(0, "lantern_off");
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_spriteComponent.LayerSetState(0, "lantern_off");
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pointLight.State = LightState.Off;
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_pointLight.State = LightState.Off;
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}
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}
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// Toggle always succeeds.
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// Toggle always succeeds.
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return true;
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return true;
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}
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}
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public void TurnOff()
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{
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if (!Activated)
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{
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return;
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}
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_spriteComponent.LayerSetState(0, "lantern_off");
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_pointLight.State = LightState.Off;
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Activated = false;
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}
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public void TurnOn()
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{
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if (Activated)
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{
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return;
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}
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var cell = Cell;
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if (cell == null)
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{
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return;
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}
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// To prevent having to worry about frame time in here.
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// Let's just say you need a whole second of charge before you can turn it on.
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// Simple enough.
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if (cell.AvailableCharge(1) < Wattage)
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{
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return;
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}
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_spriteComponent.LayerSetState(0, "lantern_on");
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_pointLight.State = LightState.On;
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}
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string IExamine.Examine()
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string IExamine.Examine()
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{
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{
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if (Activated)
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if (Activated)
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@@ -76,5 +134,19 @@ namespace Content.Server.GameObjects.Components.Interactable
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return null;
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return null;
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}
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}
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public void OnUpdate(float frameTime)
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{
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if (!Activated)
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{
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return;
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}
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var cell = Cell;
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if (cell == null || !cell.TryDeductWattage(Wattage, frameTime))
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{
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TurnOff();
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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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@@ -0,0 +1,23 @@
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using Content.Server.GameObjects.Components.Interactable;
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using SS14.Shared.GameObjects;
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using SS14.Shared.GameObjects.Systems;
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namespace Content.Server.GameObjects.EntitySystems
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{
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public class HandHeldLightSystem : EntitySystem
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{
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public override void Initialize()
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{
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EntityQuery = new TypeEntityQuery(typeof(HandheldLightComponent));
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}
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public override void Update(float frameTime)
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{
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foreach (var entity in RelevantEntities)
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{
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var comp = entity.GetComponent<HandheldLightComponent>();
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comp.OnUpdate(frameTime);
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}
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}
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}
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}
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