Re-organize all projects (#4166)
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50
Content.Server/Light/EntitySystems/HandHeldLightSystem.cs
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50
Content.Server/Light/EntitySystems/HandHeldLightSystem.cs
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using System.Collections.Generic;
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using System.Linq;
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using Content.Server.Light.Components;
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using JetBrains.Annotations;
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using Robust.Shared.GameObjects;
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namespace Content.Server.Light.EntitySystems
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{
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[UsedImplicitly]
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internal sealed class HandHeldLightSystem : EntitySystem
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{
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// TODO: Ideally you'd be able to subscribe to power stuff to get events at certain percentages.. or something?
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// But for now this will be better anyway.
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private HashSet<HandheldLightComponent> _activeLights = new();
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<ActivateHandheldLightMessage>(HandleActivate);
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SubscribeLocalEvent<DeactivateHandheldLightMessage>(HandleDeactivate);
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}
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public override void Shutdown()
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{
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base.Shutdown();
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_activeLights.Clear();
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UnsubscribeLocalEvent<ActivateHandheldLightMessage>();
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UnsubscribeLocalEvent<DeactivateHandheldLightMessage>();
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}
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private void HandleActivate(ActivateHandheldLightMessage message)
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{
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_activeLights.Add(message.Component);
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}
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private void HandleDeactivate(DeactivateHandheldLightMessage message)
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{
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_activeLights.Remove(message.Component);
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}
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public override void Update(float frameTime)
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{
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foreach (var handheld in _activeLights.ToArray())
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{
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if (handheld.Deleted || handheld.Paused) continue;
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handheld.OnUpdate(frameTime);
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}
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}
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}
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}
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