Re-organize all projects (#4166)
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59
Content.Client/Cuffs/Components/CuffableComponent.cs
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59
Content.Client/Cuffs/Components/CuffableComponent.cs
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using Content.Shared.CharacterAppearance;
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using Content.Shared.Cuffs.Components;
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using Robust.Client.GameObjects;
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using Robust.Client.Graphics;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Utility;
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using Robust.Shared.ViewVariables;
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namespace Content.Client.Cuffs.Components
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{
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[RegisterComponent]
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public class CuffableComponent : SharedCuffableComponent
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{
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[ViewVariables]
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private string? _currentRSI;
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[ViewVariables] [ComponentDependency] private readonly SpriteComponent? _spriteComponent = null;
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public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
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{
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if (curState is not CuffableComponentState cuffState)
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{
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return;
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}
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CanStillInteract = cuffState.CanStillInteract;
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if (_spriteComponent != null)
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{
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_spriteComponent.LayerSetVisible(HumanoidVisualLayers.Handcuffs, cuffState.NumHandsCuffed > 0);
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_spriteComponent.LayerSetColor(HumanoidVisualLayers.Handcuffs, cuffState.Color);
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if (cuffState.NumHandsCuffed > 0)
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{
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if (_currentRSI != cuffState.RSI) // we don't want to keep loading the same RSI
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{
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_currentRSI = cuffState.RSI;
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if (_currentRSI != null)
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{
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_spriteComponent.LayerSetState(HumanoidVisualLayers.Handcuffs, new RSI.StateId(cuffState.IconState), new ResourcePath(_currentRSI));
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}
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}
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else
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{
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_spriteComponent.LayerSetState(HumanoidVisualLayers.Handcuffs, new RSI.StateId(cuffState.IconState)); // TODO: safety check to see if RSI contains the state?
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}
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}
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}
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}
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public override void OnRemove()
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{
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base.OnRemove();
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_spriteComponent?.LayerSetVisible(HumanoidVisualLayers.Handcuffs, false);
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}
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}
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}
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