Add a sleep delay to Nocturine (NewStatusEffect version) (#40231)
* Initial commit * Minor fix * Why is this uncommented here? Hmmm * No wait this can't be here, oops * Do better time * Also guidebook * Review changes * Add rejuvination, fix mispredicts
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@@ -14,6 +14,7 @@ using Content.Shared.Mobs;
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using Content.Shared.Mobs.Components;
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using Content.Shared.Pointing;
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using Content.Shared.Popups;
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using Content.Shared.Rejuvenate;
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using Content.Shared.Slippery;
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using Content.Shared.Sound;
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using Content.Shared.Sound.Components;
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@@ -57,7 +58,7 @@ public sealed partial class SleepingSystem : EntitySystem
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SubscribeLocalEvent<SleepingComponent, DamageChangedEvent>(OnDamageChanged);
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SubscribeLocalEvent<SleepingComponent, EntityZombifiedEvent>(OnZombified);
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SubscribeLocalEvent<SleepingComponent, MobStateChangedEvent>(OnMobStateChanged);
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SubscribeLocalEvent<SleepingComponent, MapInitEvent>(OnMapInit);
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SubscribeLocalEvent<SleepingComponent, ComponentInit>(OnCompInit);
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SubscribeLocalEvent<SleepingComponent, SpeakAttemptEvent>(OnSpeakAttempt);
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SubscribeLocalEvent<SleepingComponent, CanSeeAttemptEvent>(OnSeeAttempt);
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SubscribeLocalEvent<SleepingComponent, PointAttemptEvent>(OnPointAttempt);
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@@ -68,6 +69,7 @@ public sealed partial class SleepingSystem : EntitySystem
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SubscribeLocalEvent<SleepingComponent, InteractHandEvent>(OnInteractHand);
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SubscribeLocalEvent<SleepingComponent, StunEndAttemptEvent>(OnStunEndAttempt);
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SubscribeLocalEvent<SleepingComponent, StandUpAttemptEvent>(OnStandUpAttempt);
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SubscribeLocalEvent<SleepingComponent, RejuvenateEvent>(OnRejuvenate);
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SubscribeLocalEvent<ForcedSleepingStatusEffectComponent, StatusEffectAppliedEvent>(OnStatusEffectApplied);
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SubscribeLocalEvent<SleepingComponent, UnbuckleAttemptEvent>(OnUnbuckleAttempt);
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@@ -133,7 +135,7 @@ public sealed partial class SleepingSystem : EntitySystem
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RemComp<SpamEmitSoundComponent>(ent);
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}
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private void OnMapInit(Entity<SleepingComponent> ent, ref MapInitEvent args)
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private void OnCompInit(Entity<SleepingComponent> ent, ref ComponentInit args)
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{
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var ev = new SleepStateChangedEvent(true);
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RaiseLocalEvent(ent, ref ev);
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@@ -185,6 +187,11 @@ public sealed partial class SleepingSystem : EntitySystem
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args.Cancelled = true;
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}
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private void OnRejuvenate(Entity<SleepingComponent> ent, ref RejuvenateEvent args)
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{
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TryWaking((ent.Owner, ent.Comp), true);
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}
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private void OnExamined(Entity<SleepingComponent> ent, ref ExaminedEvent args)
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{
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if (args.IsInDetailsRange)
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