Stunnable New Status and Cleanup (#38618)
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com> Co-authored-by: pa.pecherskij <pa.pecherskij@interfax.ru>
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@@ -1,6 +1,7 @@
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using Content.Shared.Movement.Events;
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using Content.Shared.Movement.Systems;
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using Content.Shared.StatusEffectNew.Components;
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using Content.Shared.Stunnable;
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using Robust.Shared.Player;
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namespace Content.Shared.StatusEffectNew;
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@@ -12,8 +13,14 @@ public sealed partial class StatusEffectsSystem
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SubscribeLocalEvent<StatusEffectContainerComponent, LocalPlayerAttachedEvent>(RelayStatusEffectEvent);
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SubscribeLocalEvent<StatusEffectContainerComponent, LocalPlayerDetachedEvent>(RelayStatusEffectEvent);
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SubscribeLocalEvent<StatusEffectContainerComponent, RefreshMovementSpeedModifiersEvent>(RelayStatusEffectEvent);
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SubscribeLocalEvent<StatusEffectContainerComponent, UpdateCanMoveEvent>(RelayStatusEffectEvent);
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SubscribeLocalEvent<StatusEffectContainerComponent, RefreshFrictionModifiersEvent>(RefRelayStatusEffectEvent);
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SubscribeLocalEvent<StatusEffectContainerComponent, TileFrictionEvent>(RefRelayStatusEffectEvent);
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SubscribeLocalEvent<StatusEffectContainerComponent, StandUpAttemptEvent>(RefRelayStatusEffectEvent);
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SubscribeLocalEvent<StatusEffectContainerComponent, StunEndAttemptEvent>(RefRelayStatusEffectEvent);
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}
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private void RefRelayStatusEffectEvent<T>(EntityUid uid, StatusEffectContainerComponent component, ref T args) where T : struct
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