Slipping, now with 20% more ecs (#4310)
* Slipping, now with 20% more ecs * vereview
This commit is contained in:
9
Content.Client/Slippery/SlipperySystem.cs
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9
Content.Client/Slippery/SlipperySystem.cs
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@@ -0,0 +1,9 @@
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using Content.Shared.Slippery;
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namespace Content.Client.Slippery
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{
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internal sealed class SlipperySystem : SharedSlipperySystem
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{
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protected override void PlaySound(SlipperyComponent component) {}
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}
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}
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18
Content.Server/Slippery/SlipperySystem.cs
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18
Content.Server/Slippery/SlipperySystem.cs
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using Content.Shared.Audio;
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using Content.Shared.Slippery;
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using Robust.Shared.Audio;
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using Robust.Shared.Player;
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namespace Content.Server.Slippery
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{
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internal sealed class SlipperySystem : SharedSlipperySystem
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{
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protected override void PlaySound(SlipperyComponent component)
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{
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if (!string.IsNullOrEmpty(component.SlipSound))
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{
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SoundSystem.Play(Filter.Pvs(component.Owner), component.SlipSound, component.Owner, AudioHelpers.WithVariation(0.2f));
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}
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}
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}
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}
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112
Content.Shared/Slippery/SharedSlipperySystem.cs
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112
Content.Shared/Slippery/SharedSlipperySystem.cs
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@@ -0,0 +1,112 @@
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using System.Linq;
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using Content.Shared.EffectBlocker;
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using Content.Shared.Stunnable;
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using JetBrains.Annotations;
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using Robust.Shared.Containers;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Dynamics;
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namespace Content.Shared.Slippery
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{
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[UsedImplicitly]
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public abstract class SharedSlipperySystem : EntitySystem
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{
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<SlipperyComponent, StartCollideEvent>(HandleCollide);
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}
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private void HandleCollide(EntityUid uid, SlipperyComponent component, StartCollideEvent args)
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{
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component.Colliding.Add(args.OtherFixture.Body.Owner.Uid);
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}
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/// <inheritdoc />
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public override void Update(float frameTime)
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{
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foreach (var slipperyComp in ComponentManager.EntityQuery<SlipperyComponent>().ToArray())
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{
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Update(slipperyComp);
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}
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}
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private bool TrySlip(SlipperyComponent component, IPhysBody ourBody, IPhysBody otherBody)
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{
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if (!component.Slippery
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|| component.Owner.IsInContainer()
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|| component.Slipped.Contains(otherBody.Owner.Uid)
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|| !otherBody.Owner.TryGetComponent(out SharedStunnableComponent? stun))
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{
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return false;
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}
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if (otherBody.LinearVelocity.Length < component.RequiredSlipSpeed || stun.KnockedDown)
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{
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return false;
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}
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var percentage = otherBody.GetWorldAABB().IntersectPercentage(ourBody.GetWorldAABB());
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if (percentage < component.IntersectPercentage)
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{
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return false;
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}
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if (!EffectBlockerSystem.CanSlip(otherBody.Owner))
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{
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return false;
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}
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otherBody.LinearVelocity *= component.LaunchForwardsMultiplier;
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stun.Paralyze(5);
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component.Slipped.Add(otherBody.Owner.Uid);
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component.Dirty();
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PlaySound(component);
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return true;
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}
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// Until we get predicted slip sounds TM?
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protected abstract void PlaySound(SlipperyComponent component);
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// TODO: Now that we have StartCollide and EndCollide this should just use that to track bodies intersecting.
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private void Update(SlipperyComponent component)
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{
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if (!component.Slippery)
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return;
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if (!ComponentManager.TryGetComponent(component.Owner.Uid, out PhysicsComponent? body))
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{
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component.Colliding.Clear();
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return;
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}
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foreach (var uid in component.Colliding.ToArray())
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{
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if (!uid.IsValid() || !EntityManager.TryGetEntity(uid, out var entity))
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{
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component.Colliding.Remove(uid);
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component.Slipped.Remove(uid);
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component.Dirty();
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continue;
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}
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if (!entity.TryGetComponent(out PhysicsComponent? otherPhysics) ||
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!body.GetWorldAABB().Intersects(otherPhysics.GetWorldAABB()))
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{
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component.Colliding.Remove(uid);
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component.Slipped.Remove(uid);
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component.Dirty();
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continue;
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}
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if (!component.Slipped.Contains(uid))
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TrySlip(component, body, otherPhysics);
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}
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}
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}
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}
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@@ -1,20 +1,9 @@
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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 Content.Shared.Audio;
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using Content.Shared.EffectBlocker;
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using Content.Shared.Module;
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using Content.Shared.Stunnable;
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using Robust.Shared.Audio;
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using Robust.Shared.Containers;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameStates;
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using Robust.Shared.IoC;
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using Robust.Shared.Maths;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Collision;
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using Robust.Shared.Physics.Dynamics;
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using Robust.Shared.Player;
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using Robust.Shared.Players;
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using Robust.Shared.Serialization;
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using Robust.Shared.Serialization.Manager.Attributes;
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@@ -24,11 +13,9 @@ namespace Content.Shared.Slippery
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{
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[RegisterComponent]
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[NetworkedComponent()]
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public class SlipperyComponent : Component, IStartCollide
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public sealed class SlipperyComponent : Component
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{
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[Dependency] private IModuleManager _moduleManager = default!;
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public sealed override string Name => "Slippery";
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public override string Name => "Slippery";
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private float _paralyzeTime = 3f;
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private float _intersectPercentage = 0.3f;
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@@ -40,12 +27,12 @@ namespace Content.Shared.Slippery
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/// <summary>
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/// List of entities that are currently colliding with the entity.
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/// </summary>
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private readonly HashSet<EntityUid> _colliding = new();
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public readonly HashSet<EntityUid> Colliding = new();
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/// <summary>
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/// The list of entities that have been slipped by this component, which shouldn't be slipped again.
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/// </summary>
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private readonly HashSet<EntityUid> _slipped = new();
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public readonly HashSet<EntityUid> Slipped = new();
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/// <summary>
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/// Path to the sound to be played when a mob slips.
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@@ -150,88 +137,9 @@ namespace Content.Shared.Slippery
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}
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}
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private bool TrySlip(IPhysBody ourBody, IPhysBody otherBody)
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{
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if (!Slippery
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|| Owner.IsInContainer()
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|| _slipped.Contains(otherBody.Owner.Uid)
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|| !otherBody.Owner.TryGetComponent(out SharedStunnableComponent? stun))
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{
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return false;
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}
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if (otherBody.LinearVelocity.Length < RequiredSlipSpeed || stun.KnockedDown)
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{
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return false;
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}
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var percentage = otherBody.GetWorldAABB().IntersectPercentage(ourBody.GetWorldAABB());
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if (percentage < IntersectPercentage)
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{
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return false;
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}
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if (!EffectBlockerSystem.CanSlip(otherBody.Owner))
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{
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return false;
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}
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otherBody.LinearVelocity *= LaunchForwardsMultiplier;
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stun.Paralyze(5);
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_slipped.Add(otherBody.Owner.Uid);
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Dirty();
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if (!string.IsNullOrEmpty(SlipSound) && _moduleManager.IsServerModule)
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{
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SoundSystem.Play(Filter.Broadcast(), SlipSound, Owner, AudioHelpers.WithVariation(0.2f));
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}
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return true;
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}
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void IStartCollide.CollideWith(Fixture _, Fixture otherFixture, in Manifold manifold)
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{
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_colliding.Add(otherFixture.Body.Owner.Uid);
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}
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public void Update()
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{
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if (!Slippery)
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return;
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var physics = Owner.GetComponent<IPhysBody>();
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foreach (var uid in _colliding.ToArray())
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{
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if (!uid.IsValid() || !Owner.EntityManager.EntityExists(uid))
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{
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_colliding.Remove(uid);
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_slipped.Remove(uid);
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Dirty();
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continue;
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}
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var entity = Owner.EntityManager.GetEntity(uid);
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var otherPhysics = entity.GetComponent<IPhysBody>();
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if (!physics.GetWorldAABB().Intersects(otherPhysics.GetWorldAABB()))
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{
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_colliding.Remove(uid);
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_slipped.Remove(uid);
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Dirty();
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continue;
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}
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if (!_slipped.Contains(uid))
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TrySlip(physics, otherPhysics);
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}
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}
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public override ComponentState GetComponentState(ICommonSession player)
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{
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return new SlipperyComponentState(ParalyzeTime, IntersectPercentage, RequiredSlipSpeed, LaunchForwardsMultiplier, Slippery, SlipSound, _slipped.ToArray());
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return new SlipperyComponentState(ParalyzeTime, IntersectPercentage, RequiredSlipSpeed, LaunchForwardsMultiplier, Slippery, SlipSound, Slipped.ToArray());
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}
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public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
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@@ -244,11 +152,11 @@ namespace Content.Shared.Slippery
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_requiredSlipSpeed = state.RequiredSlipSpeed;
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_launchForwardsMultiplier = state.LaunchForwardsMultiplier;
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_slipSound = state.SlipSound;
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_slipped.Clear();
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Slipped.Clear();
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foreach (var slipped in state.Slipped)
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{
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_slipped.Add(slipped);
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Slipped.Add(slipped);
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}
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}
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}
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@@ -1,19 +0,0 @@
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using System.Linq;
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using JetBrains.Annotations;
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using Robust.Shared.GameObjects;
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namespace Content.Shared.Slippery
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{
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[UsedImplicitly]
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public class SlipperySystem : EntitySystem
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{
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/// <inheritdoc />
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public override void Update(float frameTime)
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{
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foreach (var slipperyComp in ComponentManager.EntityQuery<SlipperyComponent>().ToArray())
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{
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slipperyComp.Update();
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}
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}
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}
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}
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