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@@ -475,13 +475,13 @@ namespace Content.Client.Chat.Managers
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private void EnqueueSpeechBubble(IEntity entity, string contents, SpeechBubble.SpeechType speechType)
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{
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// Don't enqueue speech bubbles for other maps. TODO: Support multiple viewports/maps?
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if (IoCManager.Resolve<IEntityManager>().GetComponent<TransformComponent>(entity.Uid).MapID != _eyeManager.CurrentMap)
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if (IoCManager.Resolve<IEntityManager>().GetComponent<TransformComponent>(entity).MapID != _eyeManager.CurrentMap)
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return;
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if (!_queuedSpeechBubbles.TryGetValue(entity.Uid, out var queueData))
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if (!_queuedSpeechBubbles.TryGetValue(entity, out var queueData))
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{
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queueData = new SpeechBubbleQueueData();
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_queuedSpeechBubbles.Add(entity.Uid, queueData);
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_queuedSpeechBubbles.Add(entity, queueData);
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}
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queueData.MessageQueue.Enqueue(new SpeechBubbleData
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@@ -496,7 +496,7 @@ namespace Content.Client.Chat.Managers
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var bubble =
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SpeechBubble.CreateSpeechBubble(speechData.Type, speechData.Message, entity, _eyeManager, this);
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if (_activeSpeechBubbles.TryGetValue(entity.Uid, out var existing))
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if (_activeSpeechBubbles.TryGetValue(entity, out var existing))
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{
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// Push up existing bubbles above the mob's head.
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foreach (var existingBubble in existing)
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@@ -507,7 +507,7 @@ namespace Content.Client.Chat.Managers
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else
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{
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existing = new List<SpeechBubble>();
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_activeSpeechBubbles.Add(entity.Uid, existing);
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_activeSpeechBubbles.Add(entity, existing);
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}
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existing.Add(bubble);
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