RaisePredictiveEvent works.
Needs sequence numbers fixed.
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@@ -0,0 +1,40 @@
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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.Interfaces;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Interfaces.Random;
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using Robust.Shared.IoC;
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using Robust.Shared.Random;
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using Logger = Robust.Shared.Log.Logger;
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namespace Content.Shared.GameObjects.EntitySystems
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{
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public abstract class SharedCombatModeSystem : EntitySystem
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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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SubscribeNetworkEvent<CombatModeSystemMessages.SetCombatModeActiveMessage>(CombatModeActiveHandler);
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SubscribeLocalEvent<CombatModeSystemMessages.SetCombatModeActiveMessage>(CombatModeActiveHandler);
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}
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private void CombatModeActiveHandler(CombatModeSystemMessages.SetCombatModeActiveMessage ev, EntitySessionEventArgs eventArgs)
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{
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var entity = eventArgs.SenderSession.AttachedEntity;
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if (!entity.TryGetComponent(out SharedCombatModeComponent combatModeComponent))
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{
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return;
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}
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if (IoCManager.Resolve<IModuleManager>().IsServerModule && IoCManager.Resolve<IRobustRandom>().Prob(0.5f))
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{
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Logger.Info("Mispredict!");
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return;
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}
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combatModeComponent.IsInCombatMode = ev.Active;
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}
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}
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}
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