RaisePredictiveEvent works.
Needs sequence numbers fixed.
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@@ -2,6 +2,7 @@ using Content.Client.GameObjects.Components.Mobs;
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using Content.Client.UserInterface;
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using Content.Client.Utility;
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using Content.Shared.GameObjects.Components.Mobs;
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using Content.Shared.GameObjects.EntitySystemMessages;
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using Content.Shared.GameObjects.EntitySystems;
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using Content.Shared.Input;
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using JetBrains.Annotations;
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@@ -13,6 +14,7 @@ using Robust.Client.Interfaces.Graphics.Overlays;
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using Robust.Client.Interfaces.Input;
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using Robust.Client.Player;
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using Robust.Shared.Input;
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using Robust.Shared.Interfaces.Timing;
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using Robust.Shared.IoC;
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using Robust.Shared.Maths;
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using Robust.Shared.Players;
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@@ -30,6 +32,7 @@ namespace Content.Client.GameObjects.EntitySystems
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[Dependency] private readonly IPlayerManager _playerManager;
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[Dependency] private readonly IInputManager _inputManager;
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[Dependency] private readonly IOverlayManager _overlayManager;
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[Dependency] private readonly IGameTiming _gameTiming;
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#pragma warning restore 649
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private InputSystem _inputSystem;
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@@ -47,21 +50,20 @@ namespace Content.Client.GameObjects.EntitySystems
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_inputSystem = EntitySystemManager.GetEntitySystem<InputSystem>();
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_inputSystem.BindMap.BindFunction(ContentKeyFunctions.UseOrAttack, new InputHandler(this));
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_inputSystem.BindMap.BindFunction(ContentKeyFunctions.ToggleCombatMode,
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InputCmdHandler.FromDelegate(CombatModeToggled, handle: false));
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InputCmdHandler.FromDelegate(CombatModeToggled));
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_overlayManager.AddOverlay(new CombatModeOverlay(this));
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}
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private void CombatModeToggled(ICommonSession session)
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{
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var player = IoCManager.Resolve<IPlayerManager>().LocalPlayer;
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if (player.ControlledEntity == null ||
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!player.ControlledEntity.TryGetComponent(out CombatModeComponent combatModeComponent))
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if (_gameTiming.IsFirstTimePredicted)
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{
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return;
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}
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EntityManager.RaisePredictiveEvent(
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new CombatModeSystemMessages.SetCombatModeActiveMessage(!IsInCombatMode()));
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combatModeComponent.IsInCombatMode = !combatModeComponent.IsInCombatMode;
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// Just in case.
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UseOrAttackIsDown = false;
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}
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}
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public override void Shutdown()
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@@ -84,12 +86,12 @@ namespace Content.Client.GameObjects.EntitySystems
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private void OnTargetingZoneChanged(TargetingZone obj)
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{
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EntityManager.RaisePredictiveEvent(new SetTargetZoneMessage(obj));
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EntityManager.RaisePredictiveEvent(new CombatModeSystemMessages.SetTargetZoneMessage(obj));
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}
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private void OnCombatModeChanged(bool obj)
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{
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EntityManager.RaisePredictiveEvent(new SetCombatModeActiveMessage(obj));
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EntityManager.RaisePredictiveEvent(new CombatModeSystemMessages.SetCombatModeActiveMessage(obj));
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// Just in case.
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UseOrAttackIsDown = false;
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