Refactors stunnable to be ECS. (#4819)
Also cleans up StandingStatesystem.
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6eee256b11
@@ -1,6 +1,8 @@
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using System;
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using Content.Server.Flash.Components;
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using Content.Server.Inventory.Components;
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using Content.Server.Items;
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using Content.Server.Stunnable;
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using Content.Server.Stunnable.Components;
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using Content.Server.Weapon.Melee;
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using Content.Shared.Examine;
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@@ -11,6 +13,7 @@ using Content.Shared.Inventory;
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using Content.Shared.Physics;
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using Content.Shared.Popups;
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using Content.Shared.Sound;
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using Content.Shared.Stunnable;
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using Robust.Server.GameObjects;
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using Robust.Shared.Audio;
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using Robust.Shared.GameObjects;
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@@ -25,6 +28,7 @@ namespace Content.Server.Flash
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{
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[Dependency] private readonly IEntityLookup _entityLookup = default!;
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly StunSystem _stunSystem = default!;
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public override void Initialize()
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{
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@@ -127,9 +131,9 @@ namespace Content.Server.Flash
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flashable.Dirty();
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}
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if (EntityManager.TryGetComponent<StunnableComponent>(target, out var stunnableComponent))
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if (EntityManager.TryGetComponent<StunnableComponent>(target, out var stunnable))
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{
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stunnableComponent.Slowdown(flashDuration / 1000f, slowTo, slowTo);
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_stunSystem.Slowdown(target, TimeSpan.FromSeconds(flashDuration/1000f), slowTo, slowTo, stunnable);
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}
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if (displayPopup && user != null && target != user)
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