StandingStateHelper, StunSystem
This commit is contained in:
@@ -16,7 +16,7 @@ namespace Content.Client.GameObjects.Components.Mobs
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{
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{
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switch (state)
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switch (state)
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{
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{
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case SharedSpeciesComponent.MobState.Stand:
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case SharedSpeciesComponent.MobState.Standing:
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sprite.Rotation = 0;
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sprite.Rotation = 0;
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break;
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break;
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case SharedSpeciesComponent.MobState.Down:
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case SharedSpeciesComponent.MobState.Down:
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@@ -1,8 +1,14 @@
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using Content.Server.GameObjects.EntitySystems;
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using Content.Server.GameObjects.Components.Mobs;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Server.Mobs;
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using Content.Shared.Audio;
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using Content.Shared.GameObjects.Components.Mobs;
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using Content.Shared.GameObjects.Components.Mobs;
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using Microsoft.EntityFrameworkCore.Metadata.Builders;
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using Robust.Server.GameObjects;
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using Robust.Server.GameObjects;
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using Robust.Server.GameObjects.EntitySystems;
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using Robust.Shared.GameObjects.Components;
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using Robust.Shared.GameObjects.Components;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.IoC;
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namespace Content.Server.GameObjects
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namespace Content.Server.GameObjects
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{
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{
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@@ -96,10 +102,15 @@ namespace Content.Server.GameObjects
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{
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{
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public void EnterState(IEntity entity)
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public void EnterState(IEntity entity)
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{
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{
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if(entity.TryGetComponent(out StunnableComponent stun))
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stun.CancelAll();
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StandingStateHelper.Down(entity);
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}
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}
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public void ExitState(IEntity entity)
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public void ExitState(IEntity entity)
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{
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{
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StandingStateHelper.Standing(entity);
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}
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}
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public bool IsConscious => false;
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public bool IsConscious => false;
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@@ -167,11 +178,10 @@ namespace Content.Server.GameObjects
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{
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{
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public void EnterState(IEntity entity)
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public void EnterState(IEntity entity)
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{
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{
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if (entity.TryGetComponent(out AppearanceComponent appearance))
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if(entity.TryGetComponent(out StunnableComponent stun))
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{
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stun.CancelAll();
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var newState = SharedSpeciesComponent.MobState.Down;
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appearance.SetData(SharedSpeciesComponent.MobVisuals.RotationState, newState);
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StandingStateHelper.Down(entity);
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}
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if (entity.TryGetComponent(out CollidableComponent collidable))
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if (entity.TryGetComponent(out CollidableComponent collidable))
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{
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{
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@@ -181,11 +191,7 @@ namespace Content.Server.GameObjects
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public void ExitState(IEntity entity)
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public void ExitState(IEntity entity)
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{
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{
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if (entity.TryGetComponent(out AppearanceComponent appearance))
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StandingStateHelper.Standing(entity);
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{
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var newState = SharedSpeciesComponent.MobState.Stand;
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appearance.SetData(SharedSpeciesComponent.MobVisuals.RotationState, newState);
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}
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if (entity.TryGetComponent(out CollidableComponent collidable))
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if (entity.TryGetComponent(out CollidableComponent collidable))
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{
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{
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@@ -2,9 +2,14 @@ using System;
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using System.Threading;
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using System.Threading;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Server.Interfaces.GameObjects;
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using Content.Server.Interfaces.GameObjects;
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using Content.Server.Mobs;
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using Content.Shared.Audio;
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using Content.Shared.GameObjects.Components.Mobs;
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using Content.Shared.GameObjects.Components.Mobs;
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using Robust.Server.GameObjects;
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using Robust.Server.GameObjects;
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using Robust.Server.GameObjects.EntitySystems;
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using Robust.Shared.Audio;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Timers;
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using Robust.Shared.Interfaces.Timers;
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using Robust.Shared.IoC;
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using Robust.Shared.IoC;
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using Robust.Shared.ViewVariables;
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using Robust.Shared.ViewVariables;
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@@ -13,109 +18,111 @@ using Timer = Robust.Shared.Timers.Timer;
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namespace Content.Server.GameObjects.Components.Mobs
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namespace Content.Server.GameObjects.Components.Mobs
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{
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{
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[RegisterComponent]
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[RegisterComponent]
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public class StunnableComponent : Component, IActionBlocker
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public class StunnableComponent : Component, IActionBlocker, IAttackHand
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{
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{
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[Dependency] private IEntitySystemManager _entitySystemManager;
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[Dependency] private ITimerManager _timerManager;
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[Dependency] private ITimerManager _timerManager;
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private bool _stunned = false;
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private bool _stunned = false;
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private bool _knocked = false;
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private bool _knocked = false;
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private bool _canHelp = true;
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private int _stunCapMs = 20000;
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private float _stunCap = 20f;
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private int _knockdownCapMs = 20000;
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private float _knockdownCap = 20f;
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private float _helpKnockdownRemove = 1f;
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private float _helpInterval = 1f;
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private Timer _stunTimer;
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private float _stunnedTimer = 0f;
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private Timer _knockdownTimer;
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private float _knockdownTimer = 0f;
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private CancellationTokenSource _stunTimerCancellation;
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private CancellationTokenSource _knockdownTimerCancellation;
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public override string Name => "Stunnable";
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public override string Name => "Stunnable";
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[ViewVariables] public bool Stunned => _stunned;
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[ViewVariables] public bool Stunned => _stunned;
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[ViewVariables] public bool KnockedDown => _knocked;
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[ViewVariables] public bool KnockedDown => _knocked;
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public void Stun(int milliseconds)
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public void Stun(float seconds)
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{
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{
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if (_stunTimer != null)
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seconds = Math.Min(seconds + _stunnedTimer, _stunCap);
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{
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_stunTimerCancellation.Cancel();
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milliseconds += _stunTimer.Time;
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}
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milliseconds = Math.Min(milliseconds, _stunCapMs);
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StandingStateHelper.DropAllItemsInHands(Owner);
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DropItemsInHands();
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_stunned = true;
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_stunned = true;
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_stunTimerCancellation = new CancellationTokenSource();
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_stunnedTimer = seconds;
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_stunTimer = new Timer(milliseconds, false, OnStunTimerFired);
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_timerManager.AddTimer(_stunTimer, _stunTimerCancellation.Token);
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}
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}
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public override void Initialize()
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public override void Initialize()
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{
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{
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base.Initialize();
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base.Initialize();
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Timer.Spawn(10000, () => Paralyze(5000));
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Timer.Spawn(10000, () => Paralyze(15f));
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}
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}
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public void Knockdown(int milliseconds)
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public void Knockdown(float seconds)
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{
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{
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if (_knockdownTimer != null)
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seconds = MathF.Min(_knockdownTimer + seconds, _knockdownCap);
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{
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_knockdownTimerCancellation.Cancel();
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milliseconds += _knockdownTimer.Time;
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}
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if (Owner.TryGetComponent(out AppearanceComponent appearance))
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StandingStateHelper.Down(Owner);
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{
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var state = SharedSpeciesComponent.MobState.Down;
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appearance.SetData(SharedSpeciesComponent.MobVisuals.RotationState, state);
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}
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milliseconds = Math.Min(milliseconds, _knockdownCapMs);
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DropItemsInHands();
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_knocked = true;
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_knocked = true;
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_knockdownTimerCancellation = new CancellationTokenSource();
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_knockdownTimer = seconds;
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_knockdownTimer = new Timer(milliseconds, false, OnKnockdownTimerFired);
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_timerManager.AddTimer(_knockdownTimer, _knockdownTimerCancellation.Token);
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}
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}
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private void DropItemsInHands()
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public void Paralyze(float seconds)
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{
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{
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if (!Owner.TryGetComponent(out IHandsComponent hands)) return;
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Stun(seconds);
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Knockdown(seconds);
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foreach (var heldItem in hands.GetAllHeldItems())
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{
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hands.Drop(heldItem.Owner);
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}
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}
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}
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private void OnStunTimerFired()
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/// <summary>
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/// Used when
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/// </summary>
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public void CancelAll()
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{
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{
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_stunned = false;
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_stunTimer = null;
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_stunTimerCancellation = null;
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}
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private void OnKnockdownTimerFired()
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{
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if (Owner.TryGetComponent(out AppearanceComponent appearance))
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{
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var state = SharedSpeciesComponent.MobState.Stand;
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appearance.SetData(SharedSpeciesComponent.MobVisuals.RotationState, state);
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}
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_knocked = false;
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_knocked = false;
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_knockdownTimer = null;
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_stunned = false;
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_knockdownTimerCancellation = null;
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_knockdownTimer = 0f;
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_stunnedTimer = 0f;
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}
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}
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public void Paralyze(int milliseconds)
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public bool AttackHand(AttackHandEventArgs eventArgs)
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{
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{
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Stun(milliseconds);
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if (!_canHelp || KnockedDown)
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Knockdown(milliseconds);
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return false;
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_canHelp = false;
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Timer.Spawn(((int)_helpInterval*1000), () => _canHelp = true);
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IoCManager.Resolve<IEntitySystemManager>().GetEntitySystem<AudioSystem>()
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.Play("/Audio/effects/thudswoosh.ogg", Owner, AudioHelpers.WithVariation(0.5f));
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_knockdownTimer -= _helpKnockdownRemove;
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return true;
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}
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public void Update(float delta)
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{
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if (_knocked)
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{
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_knockdownTimer -= delta;
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if (_knockdownTimer <= 0f)
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{
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StandingStateHelper.Standing(Owner);
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_knocked = false;
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}
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}
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if (_stunned)
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{
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_stunnedTimer -= delta;
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if (_stunnedTimer <= 0)
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{
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_stunned = false;
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}
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}
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}
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}
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#region ActionBlockers
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#region ActionBlockers
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27
Content.Server/GameObjects/EntitySystems/StunSystem.cs
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27
Content.Server/GameObjects/EntitySystems/StunSystem.cs
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@@ -0,0 +1,27 @@
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using Content.Server.GameObjects.Components.Mobs;
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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.GameObjects;
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namespace Content.Server.GameObjects.EntitySystems
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{
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public class StunSystem : 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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EntityQuery = new TypeEntityQuery(typeof(StunnableComponent));
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}
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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foreach (var entity in RelevantEntities)
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{
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entity.GetComponent<StunnableComponent>().Update(frameTime);
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}
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}
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}
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}
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81
Content.Server/Mobs/StandingStateHelper.cs
Normal file
81
Content.Server/Mobs/StandingStateHelper.cs
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@@ -0,0 +1,81 @@
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using Content.Server.Interfaces.GameObjects;
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using Content.Shared.Audio;
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using Content.Shared.GameObjects.Components.Mobs;
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using Robust.Server.GameObjects;
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using Robust.Server.GameObjects.EntitySystems;
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using Robust.Shared.Audio;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Random;
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using Robust.Shared.IoC;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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namespace Content.Server.Mobs
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{
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public static class StandingStateHelper
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{
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/// <summary>
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/// Set's the mob standing state to down.
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/// </summary>
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/// <param name="entity">The mob in question</param>
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/// <param name="playSound">Whether to play a sound when falling down or not</param>
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/// <param name="dropItems">Whether to make the mob drop all the items on his hands</param>
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/// <returns>False if the mob was already downed or couldn't set the state</returns>
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public static bool Down(IEntity entity, bool playSound = true, bool dropItems = true)
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{
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if (!entity.TryGetComponent(out AppearanceComponent appearance)) return false;
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appearance.TryGetData<SharedSpeciesComponent.MobState>(SharedSpeciesComponent.MobVisuals.RotationState, out var oldState);
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var newState = SharedSpeciesComponent.MobState.Down;
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if (newState == oldState)
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return false;
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appearance.SetData(SharedSpeciesComponent.MobVisuals.RotationState, newState);
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if (playSound)
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PlaySoundCollection("bodyfall", AudioHelpers.WithVariation(0.5f));
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if(dropItems)
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DropAllItemsInHands(entity);
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return true;
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}
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/// <summary>
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/// Sets the mob's standing state to standing.
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/// </summary>
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/// <param name="entity">The mob in question.</param>
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/// <returns>False if the mob was already standing or couldn't set the state</returns>
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public static bool Standing(IEntity entity)
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{
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if (!entity.TryGetComponent(out AppearanceComponent appearance)) return false;
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appearance.TryGetData<SharedSpeciesComponent.MobState>(SharedSpeciesComponent.MobVisuals.RotationState, out var oldState);
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var newState = SharedSpeciesComponent.MobState.Standing;
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if (newState == oldState)
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return false;
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appearance.SetData(SharedSpeciesComponent.MobVisuals.RotationState, newState);
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return true;
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}
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public static void DropAllItemsInHands(IEntity entity)
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{
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if (!entity.TryGetComponent(out IHandsComponent hands)) return;
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foreach (var heldItem in hands.GetAllHeldItems())
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{
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hands.Drop(heldItem.Owner);
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}
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}
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private static void PlaySoundCollection(string name, AudioParams parameters = default)
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{
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var soundCollection = IoCManager.Resolve<IPrototypeManager>().Index<SoundCollectionPrototype>(name);
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var file = IoCManager.Resolve<IRobustRandom>().Pick(soundCollection.PickFiles);
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IoCManager.Resolve<IEntitySystemManager>().GetEntitySystem<AudioSystem>()
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.Play(file, parameters);
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}
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}
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}
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@@ -20,7 +20,7 @@ namespace Content.Shared.GameObjects.Components.Mobs
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/// <summary>
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/// <summary>
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/// Mob is standing up
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/// Mob is standing up
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/// </summary>
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/// </summary>
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Stand,
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Standing,
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/// <summary>
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/// <summary>
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/// Mob is laying down
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/// Mob is laying down
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Reference in New Issue
Block a user