Add slipping prediction (#1440)
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@@ -1,23 +1,243 @@
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using System;
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using System.Threading;
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using Content.Shared.GameObjects.Components.Movement;
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using Content.Shared.GameObjects.EntitySystems;
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using Content.Shared.Interfaces.GameObjects.Components;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.Timing;
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using Robust.Shared.IoC;
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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using Timer = Robust.Shared.Timers.Timer;
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namespace Content.Shared.GameObjects.Components.Mobs
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{
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public abstract class SharedStunnableComponent : Component, IMoveSpeedModifier, IActionBlocker
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public abstract class SharedStunnableComponent : Component, IMoveSpeedModifier, IActionBlocker, IInteractHand
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{
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#pragma warning disable 649
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[Dependency] private IGameTiming _gameTiming;
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#pragma warning restore 649
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public sealed override string Name => "Stunnable";
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public override uint? NetID => ContentNetIDs.STUNNABLE;
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protected TimeSpan? LastStun;
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[ViewVariables] protected TimeSpan? StunStart => LastStun;
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[ViewVariables]
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protected TimeSpan? StunEnd => LastStun == null
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? (TimeSpan?) null
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: _gameTiming.CurTime +
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(TimeSpan.FromSeconds(Math.Max(StunnedTimer, Math.Max(KnockdownTimer, SlowdownTimer))));
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private const int StunLevels = 8;
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private bool _canHelp = true;
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protected float _stunCap = 20f;
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protected float _knockdownCap = 20f;
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protected float _slowdownCap = 20f;
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private float _helpKnockdownRemove = 1f;
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private float _helpInterval = 1f;
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protected float StunnedTimer;
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protected float KnockdownTimer;
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protected float SlowdownTimer;
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private string _stunTexture;
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protected CancellationTokenSource StatusRemoveCancellation = new CancellationTokenSource();
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[ViewVariables] protected float WalkModifierOverride = 0f;
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[ViewVariables] protected float RunModifierOverride = 0f;
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[ViewVariables] public abstract bool Stunned { get; }
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[ViewVariables] public abstract bool KnockedDown { get; }
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[ViewVariables] public abstract bool SlowedDown { get; }
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[ViewVariables] public bool Stunned => StunnedTimer > 0f;
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[ViewVariables] public bool KnockedDown => KnockdownTimer > 0f;
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[ViewVariables] public bool SlowedDown => SlowdownTimer > 0f;
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private float StunTimeModifier
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{
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get
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{
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var modifier = 1.0f;
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var components = Owner.GetAllComponents<IStunModifier>();
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foreach (var component in components)
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{
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modifier *= component.StunTimeModifier;
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}
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return modifier;
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}
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}
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private float KnockdownTimeModifier
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{
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get
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{
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var modifier = 1.0f;
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var components = Owner.GetAllComponents<IStunModifier>();
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foreach (var component in components)
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{
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modifier *= component.KnockdownTimeModifier;
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}
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return modifier;
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}
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}
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private float SlowdownTimeModifier
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{
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get
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{
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var modifier = 1.0f;
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var components = Owner.GetAllComponents<IStunModifier>();
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foreach (var component in components)
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{
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modifier *= component.SlowdownTimeModifier;
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}
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return modifier;
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}
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}
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/// <summary>
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/// Stuns the entity, disallowing it from doing many interactions temporarily.
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/// </summary>
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/// <param name="seconds">How many seconds the mob will stay stunned.</param>
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/// <returns>Whether or not the owner was stunned.</returns>
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public bool Stun(float seconds)
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{
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seconds = MathF.Min(StunnedTimer + (seconds * StunTimeModifier), _stunCap);
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if (seconds <= 0f)
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{
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return false;
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}
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StunnedTimer = seconds;
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LastStun = _gameTiming.CurTime;
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SetStatusEffect();
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OnStun();
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Dirty();
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return true;
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}
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protected virtual void OnStun() { }
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/// <summary>
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/// Knocks down the mob, making it fall to the ground.
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/// </summary>
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/// <param name="seconds">How many seconds the mob will stay on the ground.</param>
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/// <returns>Whether or not the owner was knocked down.</returns>
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public bool Knockdown(float seconds)
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{
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seconds = MathF.Min(KnockdownTimer + (seconds * KnockdownTimeModifier), _knockdownCap);
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if (seconds <= 0f)
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{
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return false;
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}
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KnockdownTimer = seconds;
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LastStun = _gameTiming.CurTime;
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SetStatusEffect();
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OnKnockdown();
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Dirty();
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return true;
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}
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protected virtual void OnKnockdown() { }
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/// <summary>
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/// Applies knockdown and stun to the mob temporarily.
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/// </summary>
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/// <param name="seconds">How many seconds the mob will be paralyzed-</param>
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/// <returns>Whether or not the owner of this component was paralyzed-</returns>
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public bool Paralyze(float seconds)
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{
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return Stun(seconds) && Knockdown(seconds);
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}
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/// <summary>
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/// Slows down the mob's walking/running speed temporarily
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/// </summary>
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/// <param name="seconds">How many seconds the mob will be slowed down</param>
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/// <param name="walkModifierOverride">Walk speed modifier. Set to 0 or negative for default value. (0.5f)</param>
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/// <param name="runModifierOverride">Run speed modifier. Set to 0 or negative for default value. (0.5f)</param>
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public void Slowdown(float seconds, float walkModifierOverride = 0f, float runModifierOverride = 0f)
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{
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seconds = MathF.Min(SlowdownTimer + (seconds * SlowdownTimeModifier), _slowdownCap);
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if (seconds <= 0f)
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return;
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WalkModifierOverride = walkModifierOverride;
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RunModifierOverride = runModifierOverride;
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SlowdownTimer = seconds;
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LastStun = _gameTiming.CurTime;
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if (Owner.TryGetComponent(out MovementSpeedModifierComponent movement))
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movement.RefreshMovementSpeedModifiers();
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SetStatusEffect();
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Dirty();
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}
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private void SetStatusEffect()
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{
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if (!Owner.TryGetComponent(out SharedStatusEffectsComponent status))
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{
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return;
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}
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status.ChangeStatusEffect(StatusEffect.Stun, _stunTexture,
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(StunStart == null || StunEnd == null) ? default : (StunStart.Value, StunEnd.Value));
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StatusRemoveCancellation.Cancel();
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StatusRemoveCancellation = new CancellationTokenSource();
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}
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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serializer.DataField(ref _stunCap, "stunCap", 20f);
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serializer.DataField(ref _knockdownCap, "knockdownCap", 20f);
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serializer.DataField(ref _slowdownCap, "slowdownCap", 20f);
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serializer.DataField(ref _helpInterval, "helpInterval", 1f);
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serializer.DataField(ref _helpKnockdownRemove, "helpKnockdownRemove", 1f);
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serializer.DataField(ref _stunTexture, "stunTexture",
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"/Textures/Objects/Weapons/Melee/stunbaton.rsi/stunbaton_off.png");
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}
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protected virtual void OnInteractHand() { }
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bool IInteractHand.InteractHand(InteractHandEventArgs eventArgs)
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{
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if (!_canHelp || !KnockedDown)
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{
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return false;
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}
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_canHelp = false;
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Timer.Spawn((int) _helpInterval * 1000, () => _canHelp = true);
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KnockdownTimer -= _helpKnockdownRemove;
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SetStatusEffect();
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Dirty();
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return true;
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}
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#region ActionBlockers
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public bool CanMove() => (!Stunned);
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@@ -52,20 +272,30 @@ namespace Content.Shared.GameObjects.Components.Mobs
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[Serializable, NetSerializable]
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protected sealed class StunnableComponentState : ComponentState
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{
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public bool Stunned { get; }
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public bool KnockedDown { get; }
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public bool SlowedDown { get; }
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public float StunnedTimer { get; }
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public float KnockdownTimer { get; }
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public float SlowdownTimer { get; }
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public float WalkModifierOverride { get; }
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public float RunModifierOverride { get; }
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public StunnableComponentState(bool stunned, bool knockedDown, bool slowedDown, float walkModifierOverride, float runModifierOverride) : base(ContentNetIDs.STUNNABLE)
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public StunnableComponentState(float stunnedTimer, float knockdownTimer, float slowdownTimer, float walkModifierOverride, float runModifierOverride) : base(ContentNetIDs.STUNNABLE)
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{
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Stunned = stunned;
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KnockedDown = knockedDown;
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SlowedDown = slowedDown;
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StunnedTimer = stunnedTimer;
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KnockdownTimer = knockdownTimer;
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SlowdownTimer = slowdownTimer;
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WalkModifierOverride = walkModifierOverride;
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RunModifierOverride = runModifierOverride;
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}
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}
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}
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/// <summary>
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/// This interface allows components to multiply the time in seconds of various stuns by a number.
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/// </summary>
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public interface IStunModifier
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{
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float StunTimeModifier => 1.0f;
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float KnockdownTimeModifier => 1.0f;
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float SlowdownTimeModifier => 1.0f;
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}
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}
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