Visualize melee weapon cooldowns in HUD.
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using System;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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namespace Content.Shared.GameObjects.Components.Items
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{
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/// <summary>
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/// Stores a visual "cooldown" for items, that gets displayed in the hands GUI.
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/// </summary>
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[RegisterComponent]
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public sealed class ItemCooldownComponent : Component
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{
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public override string Name => "ItemCooldown";
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public override Type StateType => typeof(ItemCooldownComponentState);
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public override uint? NetID => ContentNetIDs.ITEMCOOLDOWN;
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private TimeSpan? _cooldownEnd;
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private TimeSpan? _cooldownStart;
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/// <summary>
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/// The time when this cooldown ends.
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/// </summary>
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/// <remarks>
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/// If null, no cooldown is displayed.
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/// </remarks>
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[ViewVariables]
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public TimeSpan? CooldownEnd
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{
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get => _cooldownEnd;
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set
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{
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_cooldownEnd = value;
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Dirty();
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}
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}
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/// <summary>
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/// The time when this cooldown started.
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/// </summary>
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/// <remarks>
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/// If null, no cooldown is displayed.
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/// </remarks>
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[ViewVariables]
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public TimeSpan? CooldownStart
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{
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get => _cooldownStart;
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set
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{
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_cooldownStart = value;
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Dirty();
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}
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}
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public override ComponentState GetComponentState()
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{
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return new ItemCooldownComponentState
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{
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CooldownEnd = CooldownEnd,
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CooldownStart = CooldownStart
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};
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}
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public override void HandleComponentState(ComponentState curState, ComponentState nextState)
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{
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var cast = (ItemCooldownComponentState) curState;
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CooldownStart = cast.CooldownStart;
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CooldownEnd = cast.CooldownEnd;
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}
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[Serializable, NetSerializable]
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private sealed class ItemCooldownComponentState : ComponentState
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{
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public TimeSpan? CooldownStart { get; set; }
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public TimeSpan? CooldownEnd { get; set; }
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public ItemCooldownComponentState() : base(ContentNetIDs.ITEMCOOLDOWN)
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{
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}
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}
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}
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}
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