WiP movement prediction.
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using System;
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using Content.Shared.GameObjects.Components.Movement;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization;
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namespace Content.Shared.GameObjects.Components.Nutrition
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{
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public abstract class SharedThirstComponent : Component, IMoveSpeedModifier
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{
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public sealed override string Name => "Thirst";
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public sealed override uint? NetID => ContentNetIDs.THIRST;
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public abstract ThirstThreshold CurrentThirstThreshold { get; }
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float IMoveSpeedModifier.SprintSpeedModifier
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{
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get
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{
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if (CurrentThirstThreshold == ThirstThreshold.Parched)
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{
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return 0.25f;
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}
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return 1.0f;
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}
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}
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float IMoveSpeedModifier.WalkSpeedModifier
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{
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get
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{
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if (CurrentThirstThreshold == ThirstThreshold.Parched)
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{
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return 0.5f;
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}
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return 1.0f;
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}
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}
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[Serializable, NetSerializable]
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protected sealed class ThirstComponentState : ComponentState
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{
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public ThirstThreshold CurrentThreshold { get; }
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public ThirstComponentState(ThirstThreshold currentThreshold) : base(ContentNetIDs.THIRST)
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{
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CurrentThreshold = currentThreshold;
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}
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}
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}
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public enum ThirstThreshold : byte
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{
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// Hydrohomies
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OverHydrated,
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Okay,
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Thirsty,
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Parched,
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Dead,
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}
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}
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