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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@@ -1,120 +0,0 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using JetBrains.Annotations;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.Timing;
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using Robust.Shared.IoC;
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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namespace Content.Shared.GameObjects.Components.Mobs
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{
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/// <summary>
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/// Full screen overlays; Blindness, death, flash, alcohol etc.
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/// </summary>
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public abstract class SharedOverlayEffectsComponent : Component
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{
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public override string Name => "OverlayEffectsUI";
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public sealed override uint? NetID => ContentNetIDs.OVERLAYEFFECTS;
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}
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[Serializable, NetSerializable]
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public class OverlayContainer : IEquatable<string>, IEquatable<OverlayContainer>
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{
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[ViewVariables(VVAccess.ReadOnly)]
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public string ID { get; }
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[ViewVariables(VVAccess.ReadWrite)]
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public List<OverlayParameter> Parameters { get; } = new();
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public OverlayContainer([NotNull] string id)
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{
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ID = id;
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}
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public OverlayContainer(SharedOverlayID id) : this(id.ToString())
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{
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}
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public OverlayContainer(SharedOverlayID id, params OverlayParameter[] parameters) : this(id)
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{
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Parameters.AddRange(parameters);
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}
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public bool TryGetOverlayParameter<T>(out T parameter) where T : OverlayParameter
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{
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var found = Parameters.FirstOrDefault(p => p is T);
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if (found != null)
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{
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parameter = found as T;
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return true;
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}
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parameter = default;
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return false;
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}
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public bool Equals(string other)
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{
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return ID == other;
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}
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public bool Equals(OverlayContainer other)
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{
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return ID == other?.ID;
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}
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public override int GetHashCode()
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{
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return ID != null ? ID.GetHashCode() : 0;
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}
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}
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[Serializable, NetSerializable]
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public class OverlayEffectComponentMessage : ComponentMessage
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{
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public List<OverlayContainer> Overlays;
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public OverlayEffectComponentMessage(List<OverlayContainer> overlays)
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{
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Directed = true;
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Overlays = overlays;
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}
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}
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[Serializable, NetSerializable]
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public class ResendOverlaysMessage : ComponentMessage
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{
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}
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[Serializable, NetSerializable]
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public abstract class OverlayParameter
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{
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}
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[Serializable, NetSerializable]
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public class TimedOverlayParameter : OverlayParameter
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{
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[ViewVariables(VVAccess.ReadOnly)]
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public int Length { get; set; }
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public double StartedAt { get; private set; }
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public TimedOverlayParameter(int length)
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{
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Length = length;
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StartedAt = IoCManager.Resolve<IGameTiming>().CurTime.TotalMilliseconds;
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}
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}
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public enum SharedOverlayID
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{
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GradientCircleMaskOverlay,
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CircleMaskOverlay,
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FlashOverlay,
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RadiationPulseOverlay,
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}
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}
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