Move entity effects definitions to shared (#35614)
* Move entity effects to shared * relocate spawning to server * Generic version of EntityEffect for just raising event. * genericise everything * oops forgot to push you * some condensation * finish rebas * unwhite the space * oops forgot nuke * bad rebase fix * useless annotations begone --------- Co-authored-by: EmoGarbage404 <retron404@gmail.com>
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@@ -2,8 +2,9 @@ using Content.Server.Administration.Logs;
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using Content.Server.Atmos.EntitySystems;
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using Content.Server.Body.Components;
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using Content.Server.Chat.Systems;
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using Content.Server.EntityEffects.EffectConditions;
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using Content.Server.EntityEffects.Effects;
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using Content.Server.EntityEffects;
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using Content.Shared.EntityEffects.EffectConditions;
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using Content.Shared.EntityEffects.Effects;
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using Content.Shared.Chemistry.EntitySystems;
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using Content.Shared.Alert;
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using Content.Shared.Atmos;
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@@ -35,6 +36,7 @@ public sealed class RespiratorSystem : EntitySystem
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[Dependency] private readonly IPrototypeManager _protoMan = default!;
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[Dependency] private readonly SharedSolutionContainerSystem _solutionContainerSystem = default!;
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[Dependency] private readonly ChatSystem _chat = default!;
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[Dependency] private readonly EntityEffectSystem _entityEffect = default!;
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private static readonly ProtoId<MetabolismGroupPrototype> GasId = new("Gas");
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@@ -283,7 +285,7 @@ public sealed class RespiratorSystem : EntitySystem
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foreach (var cond in effect.Conditions)
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{
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if (cond is OrganType organ && !organ.Condition(lung, EntityManager))
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if (cond is OrganType organ && !_entityEffect.OrganCondition(organ, lung))
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return false;
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}
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