Content update for UI prediction (#27214)
* Content update for UI refactor * Big update * Sharing * Remaining content updates * First big update * Prototype updates * AUGH * Fix UI comp ref * Cleanup - Fix predicted message, fix item slots, fix interaction range check. * Fix regressions * Make this predictive idk why it wasn't. * Fix slime merge * Merge conflict * Fix merge
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@@ -90,12 +90,10 @@ public sealed partial class SpaceVillainArcadeSystem : EntitySystem
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_audioSystem.PlayPvs(component.NewGameSound, uid, AudioParams.Default.WithVolume(-4f));
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component.Game = new SpaceVillainGame(uid, component, this);
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if (_uiSystem.TryGetUi(uid, SpaceVillainArcadeUiKey.Key, out var bui))
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_uiSystem.SendUiMessage(bui, component.Game.GenerateMetaDataMessage());
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_uiSystem.ServerSendUiMessage(uid, SpaceVillainArcadeUiKey.Key, component.Game.GenerateMetaDataMessage());
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break;
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case PlayerAction.RequestData:
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if (_uiSystem.TryGetUi(uid, SpaceVillainArcadeUiKey.Key, out bui))
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_uiSystem.SendUiMessage(bui, component.Game.GenerateMetaDataMessage());
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_uiSystem.ServerSendUiMessage(uid, SpaceVillainArcadeUiKey.Key, component.Game.GenerateMetaDataMessage());
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break;
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}
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}
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@@ -110,7 +108,6 @@ public sealed partial class SpaceVillainArcadeSystem : EntitySystem
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if (TryComp<ApcPowerReceiverComponent>(uid, out var power) && power.Powered)
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return;
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if (_uiSystem.TryGetUi(uid, SpaceVillainArcadeUiKey.Key, out var bui))
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_uiSystem.CloseAll(bui);
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_uiSystem.CloseUi(uid, SpaceVillainArcadeUiKey.Key);
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}
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}
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