* Add BloodstreamComponent and BloodstreamSystem New component for metabolizing reagents that other organs like the stomach pass their input reagents to. * Change StomachComponent to put ingested reagents in bloodstream after delay Now StomachComponent does not metabolize any reagents. Instead, it tracks how long each reagent has been inside it, and once they pass "digestionDelay" they'll be put inside the bloodstream, where the bloodstream will handle metabolism of the reagent. * Add reagent injectors Injects reagents straight into the bloodstream when used on mobs with bloodstreams. Also allows draw/inject from beakers. Does not support drawing blood/reagents from the bloodstream yet. * Address code review Make use of `Loc` static class instead of using `ILocalizationManager`. Localize InjectorToggleMode enum properly.
249 lines
8.6 KiB
C#
249 lines
8.6 KiB
C#
using System;
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using Content.Client.GameObjects.Components.Actor;
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using Content.Client.Input;
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using Content.Client.Interfaces;
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using Content.Client.Interfaces.Chat;
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using Content.Client.Interfaces.Parallax;
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using Content.Client.Parallax;
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using Content.Client.Sandbox;
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using Content.Client.State;
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using Content.Client.UserInterface;
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using Content.Shared.GameObjects.Components;
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using Content.Shared.GameObjects.Components.Cargo;
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using Content.Shared.GameObjects.Components.Chemistry;
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using Content.Shared.GameObjects.Components.Markers;
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using Content.Shared.GameObjects.Components.Research;
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using Content.Shared.GameObjects.Components.VendingMachines;
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using Robust.Client.Interfaces;
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using Robust.Client.Interfaces.Graphics.Overlays;
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using Robust.Client.Interfaces.Input;
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using Robust.Client.Interfaces.State;
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using Robust.Client.Interfaces.UserInterface;
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using Robust.Client.Player;
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using Robust.Shared.ContentPack;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Map;
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using Robust.Shared.IoC;
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using Robust.Shared.Map;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Timing;
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namespace Content.Client
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{
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public class EntryPoint : GameClient
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{
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#pragma warning disable 649
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[Dependency] private readonly IPlayerManager _playerManager;
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[Dependency] private readonly IBaseClient _baseClient;
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[Dependency] private readonly IStateManager _stateManager;
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[Dependency] private readonly IEscapeMenuOwner _escapeMenuOwner;
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#pragma warning restore 649
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public override void Init()
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{
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var factory = IoCManager.Resolve<IComponentFactory>();
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var prototypes = IoCManager.Resolve<IPrototypeManager>();
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factory.DoAutoRegistrations();
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var registerIgnore = new[]
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{
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"Wrenchable",
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"AmmoBox",
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"Breakable",
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"Pickaxe",
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"Interactable",
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"Destructible",
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"Temperature",
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"PowerTransfer",
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"PowerNode",
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"PowerProvider",
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"PowerDevice",
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"PowerStorage",
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"PowerGenerator",
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"Explosive",
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"OnUseTimerTrigger",
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"ToolboxElectricalFill",
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"ToolLockerFill",
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"EmitSoundOnUse",
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"FootstepModifier",
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"HeatResistance",
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"Teleportable",
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"ItemTeleporter",
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"Portal",
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"EntityStorage",
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"PlaceableSurface",
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"Wirecutter",
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"Screwdriver",
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"Multitool",
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"Wrench",
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"Crowbar",
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"HitscanWeapon",
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"ProjectileWeapon",
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"Projectile",
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"MeleeWeapon",
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"Storeable",
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"Dice",
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"Construction",
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"Apc",
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"Door",
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"PoweredLight",
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"Smes",
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"Powercell",
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"LightBulb",
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"Healing",
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"Catwalk",
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"BallisticMagazine",
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"BallisticBullet",
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"HitscanWeaponCapacitor",
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"PowerCell",
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"WeaponCapacitorCharger",
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"PowerCellCharger",
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"AiController",
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"PlayerInputMover",
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"Computer",
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"AsteroidRock",
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"ResearchServer",
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"ResearchPointSource",
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"ResearchClient",
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"IdCard",
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"Access",
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"AccessReader",
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"IdCardConsole",
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"Airlock",
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"MedicalScanner",
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"WirePlacer",
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"Species",
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"Drink",
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"Food",
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"DrinkFoodContainer",
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"Stomach",
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"Hunger",
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"Thirst",
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"Rotatable",
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"MagicMirror",
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"MedkitFill",
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"FloorTile",
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"FootstepSound",
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"UtilityBeltClothingFill",
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"ShuttleController",
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"HumanInventoryController",
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"UseDelay",
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"Pourable",
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"Paper",
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"Write",
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"Bloodstream"
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};
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foreach (var ignoreName in registerIgnore)
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{
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factory.RegisterIgnore(ignoreName);
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}
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factory.Register<SharedResearchConsoleComponent>();
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factory.Register<SharedLatheComponent>();
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factory.Register<SharedSpawnPointComponent>();
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factory.Register<SolutionComponent>();
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factory.Register<SharedVendingMachineComponent>();
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factory.Register<SharedWiresComponent>();
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factory.Register<SharedCargoConsoleComponent>();
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factory.Register<SharedReagentDispenserComponent>();
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prototypes.RegisterIgnore("material");
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prototypes.RegisterIgnore("reaction"); //Chemical reactions only needed by server. Reactions checks are server-side.
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ClientContentIoC.Register();
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if (TestingCallbacks != null)
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{
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var cast = (ClientModuleTestingCallbacks) TestingCallbacks;
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cast.ClientBeforeIoC?.Invoke();
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}
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IoCManager.BuildGraph();
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IoCManager.Resolve<IParallaxManager>().LoadParallax();
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IoCManager.Resolve<IBaseClient>().PlayerJoinedServer += SubscribePlayerAttachmentEvents;
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var stylesheet = new NanoStyle();
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IoCManager.Resolve<IUserInterfaceManager>().Stylesheet = stylesheet.Stylesheet;
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IoCManager.InjectDependencies(this);
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_escapeMenuOwner.Initialize();
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_baseClient.PlayerJoinedGame += (sender, args) =>
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{
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_stateManager.RequestStateChange<GameScreen>();
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};
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_baseClient.PlayerJoinedServer += (sender, args) =>
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{
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IoCManager.Resolve<IMapManager>().CreateNewMapEntity(MapId.Nullspace);
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};
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}
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/// <summary>
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/// Subscribe events to the player manager after the player manager is set up
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/// </summary>
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/// <param name="sender"></param>
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/// <param name="args"></param>
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public void SubscribePlayerAttachmentEvents(object sender, EventArgs args)
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{
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_playerManager.LocalPlayer.EntityAttached += AttachPlayerToEntity;
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_playerManager.LocalPlayer.EntityDetached += DetachPlayerFromEntity;
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}
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/// <summary>
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/// Add the character interface master which combines all character interfaces into one window
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/// </summary>
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public static void AttachPlayerToEntity(EntityAttachedEventArgs eventArgs)
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{
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eventArgs.NewEntity.AddComponent<CharacterInterface>();
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}
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/// <summary>
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/// Remove the character interface master from this entity now that we have detached ourselves from it
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/// </summary>
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public static void DetachPlayerFromEntity(EntityDetachedEventArgs eventArgs)
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{
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eventArgs.OldEntity.RemoveComponent<CharacterInterface>();
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}
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public override void PostInit()
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{
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base.PostInit();
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// Setup key contexts
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var inputMan = IoCManager.Resolve<IInputManager>();
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ContentContexts.SetupContexts(inputMan.Contexts);
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IoCManager.Resolve<IGameHud>().Initialize();
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IoCManager.Resolve<IClientNotifyManager>().Initialize();
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IoCManager.Resolve<IClientGameTicker>().Initialize();
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IoCManager.Resolve<IOverlayManager>().AddOverlay(new ParallaxOverlay());
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IoCManager.Resolve<IChatManager>().Initialize();
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IoCManager.Resolve<ISandboxManager>().Initialize();
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IoCManager.Resolve<IClientPreferencesManager>().Initialize();
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IoCManager.Resolve<IItemSlotManager>().Initialize();
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}
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public override void Update(ModUpdateLevel level, FrameEventArgs frameEventArgs)
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{
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base.Update(level, frameEventArgs);
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switch (level)
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{
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case ModUpdateLevel.FramePreEngine:
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IoCManager.Resolve<IClientNotifyManager>().FrameUpdate(frameEventArgs);
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IoCManager.Resolve<IClientGameTicker>().FrameUpdate(frameEventArgs);
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IoCManager.Resolve<IChatManager>().FrameUpdate(frameEventArgs);
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break;
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}
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}
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}
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}
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