Refactor SeeingRainbows to new status effect system (#38620)
This commit is contained in:
@@ -1,7 +1,5 @@
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using Content.Shared.Bed.Sleep;
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using Content.Shared.Drowsiness;
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using Content.Shared.StatusEffectNew;
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using Content.Shared.StatusEffectNew.Components;
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using Robust.Client.Graphics;
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using Robust.Client.Player;
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using Robust.Shared.Enums;
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@@ -23,8 +21,6 @@ public sealed class DrowsinessOverlay : Overlay
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public override bool RequestScreenTexture => true;
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private readonly ShaderInstance _drowsinessShader;
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private EntityQuery<StatusEffectComponent> _statusQuery;
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public float CurrentPower = 0.0f;
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private const float PowerDivisor = 250.0f;
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@@ -34,9 +30,9 @@ public sealed class DrowsinessOverlay : Overlay
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public DrowsinessOverlay()
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{
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IoCManager.InjectDependencies(this);
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_statusEffects = _sysMan.GetEntitySystem<SharedStatusEffectsSystem>();
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_statusQuery = _entityManager.GetEntityQuery<StatusEffectComponent>();
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_drowsinessShader = _prototypeManager.Index<ShaderPrototype>("Drowsiness").InstanceUnique();
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}
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@@ -47,22 +43,11 @@ public sealed class DrowsinessOverlay : Overlay
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if (playerEntity == null)
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return;
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if (!_statusEffects.TryEffectsWithComp<DrowsinessStatusEffectComponent>(playerEntity, out var drowsinessEffects))
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if (!_statusEffects.TryGetEffectsEndTimeWithComp<DrowsinessStatusEffectComponent>(playerEntity, out var endTime))
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return;
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TimeSpan? remainingTime = TimeSpan.Zero;
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foreach (var (_, _, statusEffectComp) in drowsinessEffects)
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{
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if (statusEffectComp.EndEffectTime > remainingTime)
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remainingTime = statusEffectComp.EndEffectTime;
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}
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if (remainingTime is null)
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return;
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var curTime = _timing.CurTime;
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var timeLeft = (float)(remainingTime - curTime).Value.TotalSeconds;
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endTime ??= TimeSpan.MaxValue;
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var timeLeft = (float)(endTime - _timing.CurTime).Value.TotalSeconds;
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CurrentPower += 8f * (0.5f * timeLeft - CurrentPower) * args.DeltaSeconds / (timeLeft + 1);
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}
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@@ -1,4 +1,5 @@
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using Content.Shared.Drugs;
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using Content.Shared.StatusEffectNew;
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using Robust.Client.Graphics;
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using Robust.Client.Player;
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using Robust.Shared.Player;
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@@ -17,49 +18,47 @@ public sealed class DrugOverlaySystem : EntitySystem
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private RainbowOverlay _overlay = default!;
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public static string RainbowKey = "SeeingRainbows";
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<SeeingRainbowsComponent, ComponentInit>(OnInit);
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SubscribeLocalEvent<SeeingRainbowsComponent, ComponentShutdown>(OnShutdown);
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SubscribeLocalEvent<SeeingRainbowsStatusEffectComponent, StatusEffectAppliedEvent>(OnApplied);
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SubscribeLocalEvent<SeeingRainbowsStatusEffectComponent, StatusEffectRemovedEvent>(OnRemoved);
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SubscribeLocalEvent<SeeingRainbowsComponent, LocalPlayerAttachedEvent>(OnPlayerAttached);
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SubscribeLocalEvent<SeeingRainbowsComponent, LocalPlayerDetachedEvent>(OnPlayerDetached);
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SubscribeLocalEvent<SeeingRainbowsStatusEffectComponent, StatusEffectRelayedEvent<LocalPlayerAttachedEvent>>(OnPlayerAttached);
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SubscribeLocalEvent<SeeingRainbowsStatusEffectComponent, StatusEffectRelayedEvent<LocalPlayerDetachedEvent>>(OnPlayerDetached);
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_overlay = new();
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}
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private void OnPlayerAttached(EntityUid uid, SeeingRainbowsComponent component, LocalPlayerAttachedEvent args)
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private void OnRemoved(Entity<SeeingRainbowsStatusEffectComponent> ent, ref StatusEffectRemovedEvent args)
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{
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_overlayMan.AddOverlay(_overlay);
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}
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if (_player.LocalEntity != args.Target)
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return;
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private void OnPlayerDetached(EntityUid uid, SeeingRainbowsComponent component, LocalPlayerDetachedEvent args)
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{
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_overlay.Intoxication = 0;
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_overlay.TimeTicker = 0;
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_overlayMan.RemoveOverlay(_overlay);
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}
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private void OnInit(EntityUid uid, SeeingRainbowsComponent component, ComponentInit args)
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private void OnApplied(Entity<SeeingRainbowsStatusEffectComponent> ent, ref StatusEffectAppliedEvent args)
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{
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if (_player.LocalEntity == uid)
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{
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_overlay.Phase = _random.NextFloat(MathF.Tau); // random starting phase for movement effect
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_overlayMan.AddOverlay(_overlay);
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}
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if (_player.LocalEntity != args.Target)
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return;
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_overlay.Phase = _random.NextFloat(MathF.Tau); // random starting phase for movement effect
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_overlayMan.AddOverlay(_overlay);
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}
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private void OnShutdown(EntityUid uid, SeeingRainbowsComponent component, ComponentShutdown args)
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private void OnPlayerAttached(Entity<SeeingRainbowsStatusEffectComponent> ent, ref StatusEffectRelayedEvent<LocalPlayerAttachedEvent> args)
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{
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if (_player.LocalEntity == uid)
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{
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_overlay.Intoxication = 0;
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_overlay.TimeTicker = 0;
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_overlayMan.RemoveOverlay(_overlay);
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}
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_overlayMan.AddOverlay(_overlay);
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}
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private void OnPlayerDetached(Entity<SeeingRainbowsStatusEffectComponent> ent, ref StatusEffectRelayedEvent<LocalPlayerDetachedEvent> args)
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{
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_overlay.Intoxication = 0;
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_overlay.TimeTicker = 0;
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_overlayMan.RemoveOverlay(_overlay);
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}
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}
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@@ -1,6 +1,6 @@
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using Content.Shared.CCVar;
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using Content.Shared.Drugs;
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using Content.Shared.StatusEffect;
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using Content.Shared.StatusEffectNew;
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using Robust.Client.Graphics;
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using Robust.Client.Player;
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using Robust.Shared.Configuration;
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@@ -17,6 +17,8 @@ public sealed class RainbowOverlay : Overlay
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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[Dependency] private readonly IEntitySystemManager _sysMan = default!;
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[Dependency] private readonly IGameTiming _timing = default!;
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private readonly SharedStatusEffectsSystem _statusEffects = default!;
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public override OverlaySpace Space => OverlaySpace.WorldSpace;
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public override bool RequestScreenTexture => true;
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@@ -37,6 +39,8 @@ public sealed class RainbowOverlay : Overlay
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{
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IoCManager.InjectDependencies(this);
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_statusEffects = _sysMan.GetEntitySystem<SharedStatusEffectsSystem>();
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_rainbowShader = _prototypeManager.Index<ShaderPrototype>("Rainbow").InstanceUnique();
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_config.OnValueChanged(CCVars.ReducedMotion, OnReducedMotionChanged, invokeImmediately: true);
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}
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@@ -54,18 +58,13 @@ public sealed class RainbowOverlay : Overlay
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if (playerEntity == null)
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return;
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if (!_entityManager.HasComponent<SeeingRainbowsComponent>(playerEntity)
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|| !_entityManager.TryGetComponent<StatusEffectsComponent>(playerEntity, out var status))
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if (!_statusEffects.TryGetEffectsEndTimeWithComp<SeeingRainbowsStatusEffectComponent>(playerEntity, out var endTime))
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return;
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var statusSys = _sysMan.GetEntitySystem<StatusEffectsSystem>();
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if (!statusSys.TryGetTime(playerEntity.Value, DrugOverlaySystem.RainbowKey, out var time, status))
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return;
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var timeLeft = (float)(time.Value.Item2 - time.Value.Item1).TotalSeconds;
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endTime ??= TimeSpan.MaxValue;
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var timeLeft = (float)(endTime - _timing.CurTime).Value.TotalSeconds;
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TimeTicker += args.DeltaSeconds;
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if (timeLeft - TimeTicker > timeLeft / 16f)
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{
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Intoxication += (timeLeft - Intoxication) * args.DeltaSeconds / 16f;
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@@ -3,7 +3,8 @@ using Robust.Shared.GameStates;
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namespace Content.Shared.Drugs;
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/// <summary>
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/// Exists for use as a status effect. Adds a shader to the client that scales with the effect duration.
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/// Adds a shader to the client that scales with the effect duration.
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/// Use only in conjunction with <see cref="StatusEffectComponent"/>, on the status effect entity.
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/// </summary>
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[RegisterComponent, NetworkedComponent]
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public sealed partial class SeeingRainbowsComponent : Component { }
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public sealed partial class SeeingRainbowsStatusEffectComponent : Component;
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@@ -269,7 +269,7 @@ public abstract partial class SharedStatusEffectsSystem
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foreach (var effect in container.ActiveStatusEffects)
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{
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if (!TryComp<StatusEffectComponent>(effect, out var statusComp))
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if (!_effectQuery.TryComp(effect, out var statusComp))
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continue;
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if (TryComp<T>(effect, out var comp))
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@@ -279,6 +279,39 @@ public abstract partial class SharedStatusEffectsSystem
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}
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}
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return effects != null;
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return effects is not null;
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}
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/// <summary>
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/// Helper function for calculating how long it takes for all effects with a particular component to disappear. Useful for overlays.
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/// </summary>
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/// <param name="target">An entity from which status effects are checked.</param>
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/// <param name="endTime">The farthest end time of effects with this component is returned. Can be null if one of the effects is infinite.</param>
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/// <returns>True if effects with the specified component were found, or False if there are no such effects.</returns>
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public bool TryGetEffectsEndTimeWithComp<T>(EntityUid? target, out TimeSpan? endTime) where T : IComponent
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{
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endTime = _timing.CurTime;
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if (!_containerQuery.TryComp(target, out var container))
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return false;
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foreach (var effect in container.ActiveStatusEffects)
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{
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if (!HasComp<T>(effect))
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continue;
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if (!_effectQuery.TryComp(effect, out var statusComp))
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continue;
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if (statusComp.EndEffectTime is null)
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{
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endTime = null;
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return true; //This effect never ends, so we return null at endTime, but return true that there is time.
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}
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if (statusComp.EndEffectTime > endTime)
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endTime = statusComp.EndEffectTime;
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}
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return endTime is not null;
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}
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}
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@@ -123,7 +123,6 @@
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- KnockedDown
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- SlowedDown
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- Stutter
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- SeeingRainbows
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- Electrocution
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- Drunk
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- SlurredSpeech
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@@ -42,3 +42,11 @@
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name: drowsiness
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components:
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- type: DrowsinessStatusEffect
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# Adds drugs overlay
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- type: entity
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parent: MobStatusEffectBase
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id: StatusEffectSeeingRainbow
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name: hallucinations
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components:
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- type: SeeingRainbowsStatusEffect
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@@ -27,12 +27,11 @@
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- !type:AdjustReagent
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reagent: Ethanol
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amount: 0.05
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- !type:GenericStatusEffect
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- !type:ModifyStatusEffect
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effectProto: StatusEffectSeeingRainbow
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conditions:
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- !type:ReagentThreshold
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min: 10
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key: SeeingRainbows
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component: SeeingRainbows
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type: Add
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time: 5
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refresh: false
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@@ -107,11 +107,10 @@
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metabolisms:
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Narcotic:
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effects:
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- !type:GenericStatusEffect
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key: SeeingRainbows
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component: SeeingRainbows
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type: Add
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- !type:ModifyStatusEffect
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effectProto: StatusEffectSeeingRainbow
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time: 5
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type: Add
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refresh: false
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Drink:
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effects:
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@@ -402,9 +402,8 @@
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damage:
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types:
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Cellular: 1
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- !type:GenericStatusEffect
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key: SeeingRainbows
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component: SeeingRainbows
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- !type:ModifyStatusEffect
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effectProto: StatusEffectSeeingRainbow
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type: Add
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time: 15
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refresh: false
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@@ -439,13 +438,12 @@
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damage:
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types:
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Cellular: 0.5
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- !type:GenericStatusEffect
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- !type:ModifyStatusEffect
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conditions:
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- !type:ReagentThreshold
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reagent: Frezon
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min: 1
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key: SeeingRainbows
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component: SeeingRainbows
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effectProto: StatusEffectSeeingRainbow
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type: Add
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time: 500
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refresh: false
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@@ -749,8 +749,8 @@
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key: KnockedDown
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time: 3.0
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type: Remove
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- !type:GenericStatusEffect
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key: SeeingRainbows
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- !type:ModifyStatusEffect
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effectProto: StatusEffectSeeingRainbow
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time: 15.0
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type: Remove
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@@ -1323,12 +1323,11 @@
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damage:
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types:
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Poison: 2
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- !type:GenericStatusEffect
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- !type:ModifyStatusEffect
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effectProto: StatusEffectSeeingRainbow
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conditions:
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- !type:ReagentThreshold
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min: 30
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key: SeeingRainbows
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component: SeeingRainbows
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type: Add
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time: 8
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refresh: false
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@@ -1398,8 +1397,8 @@
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key: Jitter
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time: 4.0
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type: Remove
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- !type:GenericStatusEffect
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key: SeeingRainbows
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- !type:ModifyStatusEffect
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effectProto: StatusEffectSeeingRainbow
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time: 10.0
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type: Remove
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- !type:AdjustReagent
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@@ -198,11 +198,10 @@
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metabolisms:
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Narcotic:
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effects:
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- !type:GenericStatusEffect
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key: SeeingRainbows
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component: SeeingRainbows
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type: Add
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- !type:ModifyStatusEffect
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effectProto: StatusEffectSeeingRainbow
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time: 16
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type: Add
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refresh: false
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- type: reagent
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@@ -236,11 +235,10 @@
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damage:
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types:
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Poison: 2
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- !type:GenericStatusEffect
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key: SeeingRainbows
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component: SeeingRainbows
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type: Add
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- !type:ModifyStatusEffect
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effectProto: StatusEffectSeeingRainbow
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time: 10
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type: Add
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refresh: false
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- !type:ChemVomit # Vomiting is a symptom of brain damage
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probability: 0.05
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@@ -258,9 +256,8 @@
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metabolisms:
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Narcotic:
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effects:
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- !type:GenericStatusEffect
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key: SeeingRainbows
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component: SeeingRainbows
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- !type:ModifyStatusEffect
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effectProto: StatusEffectSeeingRainbow
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type: Add
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time: 5
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refresh: false
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@@ -276,9 +273,8 @@
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metabolisms:
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Narcotic:
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effects:
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- !type:GenericStatusEffect
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key: SeeingRainbows
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component: SeeingRainbows
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- !type:ModifyStatusEffect
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effectProto: StatusEffectSeeingRainbow
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type: Add
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time: 5
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refresh: false
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@@ -467,9 +463,8 @@
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conditions:
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- !type:ReagentThreshold
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max: 20
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- !type:GenericStatusEffect
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key: SeeingRainbows
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component: SeeingRainbows
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- !type:ModifyStatusEffect
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effectProto: StatusEffectSeeingRainbow
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type: Add
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time: 5
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refresh: false
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@@ -339,9 +339,8 @@
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metabolisms:
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Poison:
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effects:
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- !type:GenericStatusEffect
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key: SeeingRainbows
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component: SeeingRainbows
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- !type:ModifyStatusEffect
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effectProto: StatusEffectSeeingRainbow
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type: Add
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time: 10
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refresh: false
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@@ -25,9 +25,6 @@
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- type: statusEffect
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id: AllCaps
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- type: statusEffect
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id: SeeingRainbows
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- type: statusEffect
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id: Electrocution
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