RaisePredictiveEvent works.
Needs sequence numbers fixed.
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@@ -5,34 +5,16 @@ using JetBrains.Annotations;
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using Robust.Server.GameObjects.EntitySystems;
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using Robust.Server.Interfaces.Player;
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using Robust.Shared.Input;
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using Robust.Shared.Interfaces.Random;
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using Robust.Shared.IoC;
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using Robust.Shared.Log;
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using Robust.Shared.Players;
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using Robust.Shared.Random;
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namespace Content.Server.GameObjects.EntitySystems
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{
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[UsedImplicitly]
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public sealed class CombatModeSystem : SharedCombatModeSystem
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{
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public override void Initialize()
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{
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base.Initialize();
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var inputSystem = EntitySystemManager.GetEntitySystem<InputSystem>();
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inputSystem.BindMap.BindFunction(ContentKeyFunctions.ToggleCombatMode,
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InputCmdHandler.FromDelegate(CombatModeToggled));
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}
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private static void CombatModeToggled(ICommonSession session)
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{
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var playerSession = (IPlayerSession) session;
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if (playerSession.AttachedEntity == null ||
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!playerSession.AttachedEntity.TryGetComponent(out CombatModeComponent combatModeComponent))
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{
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return;
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}
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combatModeComponent.IsInCombatMode = !combatModeComponent.IsInCombatMode;
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}
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}
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}
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