Fix DoAfters staying (#2222)
return moment Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
This commit is contained in:
@@ -79,10 +79,37 @@ namespace Content.Client.GameObjects.Components
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if (!(curState is DoAfterComponentState state))
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return;
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_doAfters.Clear();
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var toRemove = new List<ClientDoAfter>();
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foreach (var (id, doAfter) in _doAfters)
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{
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var found = false;
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foreach (var clientdoAfter in state.DoAfters)
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{
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if (clientdoAfter.ID == id)
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{
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found = true;
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break;
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}
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}
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if (!found)
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{
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toRemove.Add(doAfter);
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}
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}
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foreach (var doAfter in toRemove)
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{
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Remove(doAfter);
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}
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foreach (var doAfter in state.DoAfters)
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{
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if (_doAfters.ContainsKey(doAfter.ID))
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continue;
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_doAfters.Add(doAfter.ID, doAfter);
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}
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@@ -76,7 +76,7 @@ namespace Content.Client.GameObjects.EntitySystems.DoAfter
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if (comp.Gui != null)
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comp.Gui.FirstDraw = true;
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return;
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continue;
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}
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var range = (comp.Owner.Transform.WorldPosition - _attachedEntity.Transform.WorldPosition).Length + 0.01f;
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@@ -110,7 +110,6 @@ namespace Content.Server.GameObjects.Components.ActionBlocking
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// Non-exposed data fields
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private bool _isBroken = false;
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private float _interactRange;
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private DoAfterSystem _doAfterSystem;
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private AudioSystem _audioSystem;
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public override void Initialize()
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@@ -118,7 +117,6 @@ namespace Content.Server.GameObjects.Components.ActionBlocking
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base.Initialize();
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_audioSystem = EntitySystem.Get<AudioSystem>();
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_doAfterSystem = EntitySystem.Get<DoAfterSystem>();
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_interactRange = SharedInteractionSystem.InteractionRange / 2;
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}
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@@ -213,7 +211,7 @@ namespace Content.Server.GameObjects.Components.ActionBlocking
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NeedHand = true
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};
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var result = await _doAfterSystem.DoAfter(doAfterEventArgs);
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var result = await EntitySystem.Get<DoAfterSystem>().DoAfter(doAfterEventArgs);
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if (result != DoAfterStatus.Cancelled)
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{
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