Re-organize all projects (#4166)
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47
Content.Client/CombatMode/CombatModeSystem.cs
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47
Content.Client/CombatMode/CombatModeSystem.cs
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using Content.Client.HUD;
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using Content.Shared.CombatMode;
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using Content.Shared.Targeting;
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using JetBrains.Annotations;
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using Robust.Client.GameObjects;
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using Robust.Client.Player;
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using Robust.Shared.Input.Binding;
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using Robust.Shared.IoC;
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namespace Content.Client.CombatMode
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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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[Dependency] private readonly IGameHud _gameHud = default!;
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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public override void Initialize()
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{
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base.Initialize();
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_gameHud.OnTargetingZoneChanged = OnTargetingZoneChanged;
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}
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public override void Shutdown()
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{
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CommandBinds.Unregister<CombatModeSystem>();
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base.Shutdown();
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}
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public bool IsInCombatMode()
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{
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var entity = _playerManager.LocalPlayer?.ControlledEntity;
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if (entity == null || !entity.TryGetComponent(out CombatModeComponent? combatMode))
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{
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return false;
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}
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return combatMode.IsInCombatMode;
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}
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private void OnTargetingZoneChanged(TargetingZone obj)
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{
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EntityManager.RaisePredictiveEvent(new CombatModeSystemMessages.SetTargetZoneMessage(obj));
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}
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}
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}
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