Get rid of the OverlayEffectsComponent stuff (#3010)
* Get rid of the OverlayEffectsComponent stuff because it just ended up creating workarounds for it's bugs, without removing any functionality * Flashes and Flashbangs use the same code now (the Flashable path because it's better)
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@@ -1,33 +0,0 @@
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using Content.Server.Administration;
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using Content.Server.GameObjects.Components.Mobs;
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using Content.Shared.Administration;
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using Robust.Server.Interfaces.Console;
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using Robust.Server.Interfaces.Player;
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namespace Content.Server.Commands.Mobs
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{
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[AdminCommand(AdminFlags.Debug)]
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public class AddOverlayCommand : IClientCommand
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{
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public string Command => "addoverlay";
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public string Description => "Adds an overlay by its ID";
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public string Help => "addoverlay <id>";
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public void Execute(IConsoleShell shell, IPlayerSession player, string[] args)
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{
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if (args.Length != 1)
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{
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shell.SendText(player, "Expected 1 argument.");
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return;
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}
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if (player?.AttachedEntity != null)
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{
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if (player.AttachedEntity.TryGetComponent(out ServerOverlayEffectsComponent overlayEffectsComponent))
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{
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overlayEffectsComponent.AddOverlay(args[0]);
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}
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}
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}
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}
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}
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@@ -1,33 +0,0 @@
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using Content.Server.Administration;
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using Content.Server.GameObjects.Components.Mobs;
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using Content.Shared.Administration;
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using Robust.Server.Interfaces.Console;
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using Robust.Server.Interfaces.Player;
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namespace Content.Server.Commands.Mobs
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{
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[AdminCommand(AdminFlags.Debug)]
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public class RemoveOverlayCommand : IClientCommand
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{
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public string Command => "rmoverlay";
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public string Description => "Removes an overlay by its ID";
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public string Help => "rmoverlay <id>";
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public void Execute(IConsoleShell shell, IPlayerSession player, string[] args)
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{
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if (args.Length != 1)
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{
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shell.SendText(player, "Expected 1 argument.");
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return;
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}
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if (player?.AttachedEntity != null)
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{
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if (player.AttachedEntity.TryGetComponent(out ServerOverlayEffectsComponent overlayEffectsComponent))
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{
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overlayEffectsComponent.RemoveOverlay(args[0]);
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}
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}
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}
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}
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}
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