ShowEmergencyShuttleCommand and MeleeSpreadCommand LEC conversion. (#37993)
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@@ -3,39 +3,33 @@ using Robust.Client.Graphics;
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using Robust.Client.Input;
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using Robust.Client.Player;
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using Robust.Shared.Console;
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using Robust.Shared.Map;
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namespace Content.Client.Weapons.Melee;
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public sealed class MeleeSpreadCommand : IConsoleCommand
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public sealed class MeleeSpreadCommand : LocalizedEntityCommands
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{
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public string Command => "showmeleespread";
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public string Description => "Shows the current weapon's range and arc for debugging";
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public string Help => $"{Command}";
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public void Execute(IConsoleShell shell, string argStr, string[] args)
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[Dependency] private readonly IEyeManager _eyeManager = default!;
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[Dependency] private readonly IInputManager _inputManager = default!;
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[Dependency] private readonly IOverlayManager _overlay = default!;
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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[Dependency] private readonly MeleeWeaponSystem _meleeSystem = default!;
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[Dependency] private readonly SharedCombatModeSystem _combatSystem = default!;
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[Dependency] private readonly SharedTransformSystem _transformSystem = default!;
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public override string Command => "showmeleespread";
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public override void Execute(IConsoleShell shell, string argStr, string[] args)
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{
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var collection = IoCManager.Instance;
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if (collection == null)
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if (_overlay.RemoveOverlay<MeleeArcOverlay>())
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return;
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var overlayManager = collection.Resolve<IOverlayManager>();
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if (overlayManager.RemoveOverlay<MeleeArcOverlay>())
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{
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return;
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}
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var sysManager = collection.Resolve<IEntitySystemManager>();
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overlayManager.AddOverlay(new MeleeArcOverlay(
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collection.Resolve<IEntityManager>(),
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collection.Resolve<IEyeManager>(),
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collection.Resolve<IInputManager>(),
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collection.Resolve<IPlayerManager>(),
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sysManager.GetEntitySystem<MeleeWeaponSystem>(),
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sysManager.GetEntitySystem<SharedCombatModeSystem>(),
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sysManager.GetEntitySystem<SharedTransformSystem>()));
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_overlay.AddOverlay(new MeleeArcOverlay(
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EntityManager,
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_eyeManager,
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_inputManager,
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_playerManager,
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_meleeSystem,
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_combatSystem,
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_transformSystem));
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}
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}
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