Predicted stamina (#12413)
* Predicted stamina Needed to do some semblence of predicted melee. * Okay now done. * Pause support * Comment
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using Content.Server.Damage.Components;
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using Content.Server.Damage.Events;
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using Content.Server.Popups;
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using Content.Server.Administration.Logs;
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using Content.Server.CombatMode;
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using Content.Server.Weapons.Melee.Events;
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using Content.Shared.Alert;
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using Content.Shared.Rounding;
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using Content.Shared.Stunnable;
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using Content.Shared.Database;
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using Content.Shared.IdentityManagement;
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using Content.Shared.Popups;
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using Robust.Shared.Collections;
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using Robust.Shared.Physics.Dynamics;
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using Robust.Shared.Player;
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using Robust.Shared.Timing;
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using Robust.Shared.Audio;
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using Robust.Shared.Random;
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using Robust.Shared.Physics.Events;
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namespace Content.Server.Damage.Systems;
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public sealed class StaminaSystem : EntitySystem
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{
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly AlertsSystem _alerts = default!;
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[Dependency] private readonly PopupSystem _popup = default!;
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[Dependency] private readonly SharedStunSystem _stunSystem = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly IAdminLogManager _adminLogger = default!;
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private const float UpdateCooldown = 2f;
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private float _accumulator;
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private const string CollideFixture = "projectile";
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/// <summary>
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/// How much of a buffer is there between the stun duration and when stuns can be re-applied.
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/// </summary>
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private const float StamCritBufferTime = 3f;
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private readonly List<EntityUid> _dirtyEntities = new();
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<StaminaComponent, ComponentStartup>(OnStartup);
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SubscribeLocalEvent<StaminaComponent, ComponentShutdown>(OnShutdown);
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SubscribeLocalEvent<StaminaComponent, DisarmedEvent>(OnDisarmed);
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SubscribeLocalEvent<StaminaDamageOnCollideComponent, StartCollideEvent>(OnCollide);
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SubscribeLocalEvent<StaminaDamageOnHitComponent, MeleeHitEvent>(OnHit);
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}
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private void OnShutdown(EntityUid uid, StaminaComponent component, ComponentShutdown args)
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{
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SetStaminaAlert(uid);
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}
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private void OnStartup(EntityUid uid, StaminaComponent component, ComponentStartup args)
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{
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SetStaminaAlert(uid, component);
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}
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private void OnDisarmed(EntityUid uid, StaminaComponent component, DisarmedEvent args)
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{
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if (args.Handled || !_random.Prob(args.PushProbability))
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return;
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if (component.Critical)
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return;
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var damage = args.PushProbability * component.CritThreshold;
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TakeStaminaDamage(uid, damage, component);
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// We need a better method of getting if the entity is going to resist stam damage, both this and the lines in the foreach at the end of OnHit() are awful
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if (!component.Critical)
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return;
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var targetEnt = Identity.Entity(args.Target, EntityManager);
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var sourceEnt = Identity.Entity(args.Source, EntityManager);
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_popup.PopupEntity(Loc.GetString("stunned-component-disarm-success-others", ("source", sourceEnt), ("target", targetEnt)), targetEnt, Filter.PvsExcept(args.Source), PopupType.LargeCaution);
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_popup.PopupCursor(Loc.GetString("stunned-component-disarm-success", ("target", targetEnt)), Filter.Entities(args.Source), PopupType.Large);
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_adminLogger.Add(LogType.DisarmedKnockdown, LogImpact.Medium, $"{ToPrettyString(args.Source):user} knocked down {ToPrettyString(args.Target):target}");
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args.Handled = true;
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}
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private void OnHit(EntityUid uid, StaminaDamageOnHitComponent component, MeleeHitEvent args)
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{
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if (!args.IsHit)
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return;
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if (component.Damage <= 0f) return;
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var ev = new StaminaDamageOnHitAttemptEvent();
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RaiseLocalEvent(uid, ref ev);
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if (ev.Cancelled) return;
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args.HitSoundOverride = ev.HitSoundOverride;
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var stamQuery = GetEntityQuery<StaminaComponent>();
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var toHit = new ValueList<StaminaComponent>();
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// Split stamina damage between all eligible targets.
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foreach (var ent in args.HitEntities)
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{
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if (!stamQuery.TryGetComponent(ent, out var stam)) continue;
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toHit.Add(stam);
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}
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var hitEvent = new StaminaMeleeHitEvent(toHit);
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RaiseLocalEvent(uid, hitEvent, false);
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if (hitEvent.Handled)
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return;
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var damage = component.Damage;
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damage *= hitEvent.Multiplier;
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damage += hitEvent.FlatModifier;
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foreach (var comp in toHit)
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{
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var oldDamage = comp.StaminaDamage;
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TakeStaminaDamage(comp.Owner, damage / toHit.Count, comp);
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if (comp.StaminaDamage.Equals(oldDamage))
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{
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_popup.PopupEntity(Loc.GetString("stamina-resist"), comp.Owner, Filter.Entities(args.User));
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}
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}
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}
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private void OnCollide(EntityUid uid, StaminaDamageOnCollideComponent component, ref StartCollideEvent args)
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{
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if (!args.OurFixture.ID.Equals(CollideFixture)) return;
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TakeStaminaDamage(args.OtherFixture.Body.Owner, component.Damage);
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}
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private void SetStaminaAlert(EntityUid uid, StaminaComponent? component = null)
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{
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if (!Resolve(uid, ref component, false) || component.Deleted)
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{
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_alerts.ClearAlert(uid, AlertType.Stamina);
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return;
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}
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var severity = ContentHelpers.RoundToLevels(MathF.Max(0f, component.CritThreshold - component.StaminaDamage), component.CritThreshold, 7);
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_alerts.ShowAlert(uid, AlertType.Stamina, (short) severity);
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}
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public void TakeStaminaDamage(EntityUid uid, float value, StaminaComponent? component = null)
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{
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if (!Resolve(uid, ref component, false) || component.Critical) return;
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var oldDamage = component.StaminaDamage;
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component.StaminaDamage = MathF.Max(0f, component.StaminaDamage + value);
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// Reset the decay cooldown upon taking damage.
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if (oldDamage < component.StaminaDamage)
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{
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component.StaminaDecayAccumulator = component.DecayCooldown;
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}
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var slowdownThreshold = component.CritThreshold / 2f;
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// If we go above n% then apply slowdown
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if (oldDamage < slowdownThreshold &&
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component.StaminaDamage > slowdownThreshold)
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{
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_stunSystem.TrySlowdown(uid, TimeSpan.FromSeconds(3), true, 0.8f, 0.8f);
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}
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SetStaminaAlert(uid, component);
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// Can't do it here as resetting prediction gets cooked.
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_dirtyEntities.Add(uid);
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if (!component.Critical)
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{
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if (component.StaminaDamage >= component.CritThreshold)
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{
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EnterStamCrit(uid, component);
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}
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}
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else
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{
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if (component.StaminaDamage < component.CritThreshold)
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{
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ExitStamCrit(uid, component);
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}
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}
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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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if (!_timing.IsFirstTimePredicted) return;
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_accumulator -= frameTime;
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if (_accumulator > 0f) return;
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var stamQuery = GetEntityQuery<StaminaComponent>();
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foreach (var uid in _dirtyEntities)
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{
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// Don't need to RemComp as they will get handled below.
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if (!stamQuery.TryGetComponent(uid, out var comp) || comp.StaminaDamage <= 0f) continue;
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EnsureComp<ActiveStaminaComponent>(uid);
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}
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_dirtyEntities.Clear();
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_accumulator += UpdateCooldown;
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foreach (var active in EntityQuery<ActiveStaminaComponent>())
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{
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// Just in case we have active but not stamina we'll check and account for it.
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if (!stamQuery.TryGetComponent(active.Owner, out var comp) ||
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comp.StaminaDamage <= 0f)
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{
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RemComp<ActiveStaminaComponent>(active.Owner);
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continue;
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}
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comp.StaminaDecayAccumulator -= UpdateCooldown;
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if (comp.StaminaDecayAccumulator > 0f) continue;
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// We were in crit so come out of it and continue.
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if (comp.Critical)
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{
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ExitStamCrit(active.Owner, comp);
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continue;
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}
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comp.StaminaDecayAccumulator = 0f;
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TakeStaminaDamage(comp.Owner, -comp.Decay * UpdateCooldown, comp);
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}
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}
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private void EnterStamCrit(EntityUid uid, StaminaComponent? component = null)
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{
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if (!Resolve(uid, ref component) ||
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component.Critical) return;
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// To make the difference between a stun and a stamcrit clear
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// TODO: Mask?
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component.Critical = true;
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component.StaminaDamage = component.CritThreshold;
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component.StaminaDecayAccumulator = 0f;
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var stunTime = TimeSpan.FromSeconds(6);
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_stunSystem.TryParalyze(uid, stunTime, true);
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// Give them buffer before being able to be re-stunned
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component.StaminaDecayAccumulator = (float) stunTime.TotalSeconds + StamCritBufferTime;
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}
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private void ExitStamCrit(EntityUid uid, StaminaComponent? component = null)
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{
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if (!Resolve(uid, ref component) ||
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!component.Critical) return;
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component.Critical = false;
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component.StaminaDamage = 0f;
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SetStaminaAlert(uid, component);
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}
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}
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