Code cleanup: Dirty(Comp) (#26238)
* Replaced uses of Dirty(Component) with Dirty(Uid, Component) Modified some systems (notably pulling-related) to use uids. * Missed a few * Revert changes to pulling * No
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@@ -1,7 +1,5 @@
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using Content.Shared.ActionBlocker;
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using Content.Shared.Administration.Logs;
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using Content.Shared.Audio;
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using Content.Shared.DragDrop;
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using Content.Shared.Interaction;
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using Content.Shared.Interaction.Events;
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using Content.Shared.Inventory.Events;
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@@ -11,16 +9,12 @@ using Content.Shared.Database;
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using Content.Shared.Hands;
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using Content.Shared.Mobs;
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using Content.Shared.Mobs.Components;
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using Content.Shared.Mobs.Systems;
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using Content.Shared.Movement.Events;
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using Content.Shared.Movement.Systems;
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using Content.Shared.Standing;
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using Content.Shared.StatusEffect;
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using Content.Shared.Throwing;
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using Robust.Shared.Audio;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.GameStates;
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using Robust.Shared.Player;
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namespace Content.Shared.Stunnable;
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@@ -82,19 +76,19 @@ public abstract class SharedStunSystem : EntitySystem
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switch (args.NewMobState)
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{
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case MobState.Alive:
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{
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break;
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}
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{
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break;
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}
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case MobState.Critical:
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{
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_statusEffect.TryRemoveStatusEffect(uid, "Stun");
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break;
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}
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{
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_statusEffect.TryRemoveStatusEffect(uid, "Stun");
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break;
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}
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case MobState.Dead:
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{
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_statusEffect.TryRemoveStatusEffect(uid, "Stun");
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break;
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}
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{
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_statusEffect.TryRemoveStatusEffect(uid, "Stun");
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break;
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}
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case MobState.Invalid:
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default:
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return;
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@@ -238,11 +232,11 @@ public abstract class SharedStunSystem : EntitySystem
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return;
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// Set it to half the help interval so helping is actually useful...
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knocked.HelpTimer = knocked.HelpInterval/2f;
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knocked.HelpTimer = knocked.HelpInterval / 2f;
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_statusEffect.TryRemoveTime(uid, "KnockedDown", TimeSpan.FromSeconds(knocked.HelpInterval));
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_audio.PlayPredicted(knocked.StunAttemptSound, uid, args.User);
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Dirty(knocked);
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Dirty(uid, knocked);
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args.Handled = true;
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}
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