Fix entity-specific component states networking (#7410)
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@@ -42,7 +42,7 @@ namespace Content.Server.Actions
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private void OnPlayerAttached(EntityUid uid, ActionsComponent component, PlayerAttachedEvent args)
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{
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// need to send state to new player.
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component.Dirty();
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Dirty(component);
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}
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protected override bool PerformBasicActions(EntityUid user, ActionType action)
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@@ -1,7 +1,19 @@
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using Content.Shared.Alert;
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using Robust.Server.GameObjects;
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namespace Content.Server.Alert;
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// The only reason this exists is because the DI system requires the shared AlertsSystem
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// to be abstract.
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internal sealed class ServerAlertsSystem : AlertsSystem { }
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internal sealed class ServerAlertsSystem : AlertsSystem
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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<AlertsComponent, PlayerAttachedEvent>(OnPlayerAttached);
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}
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private void OnPlayerAttached(EntityUid uid, AlertsComponent component, PlayerAttachedEvent args)
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{
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Dirty(component);
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}
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}
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@@ -41,6 +41,12 @@ namespace Content.Server.Flash
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SubscribeLocalEvent<FlashableComponent, ComponentStartup>(OnFlashableStartup);
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SubscribeLocalEvent<FlashableComponent, ComponentShutdown>(OnFlashableShutdown);
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SubscribeLocalEvent<FlashableComponent, MetaFlagRemoveAttemptEvent>(OnMetaFlagRemoval);
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SubscribeLocalEvent<FlashableComponent, PlayerAttachedEvent>(OnPlayerAttached);
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}
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private void OnPlayerAttached(EntityUid uid, FlashableComponent component, PlayerAttachedEvent args)
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{
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Dirty(component);
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}
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private void OnMetaFlagRemoval(EntityUid uid, FlashableComponent component, ref MetaFlagRemoveAttemptEvent args)
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