233 lines
8.2 KiB
C#
233 lines
8.2 KiB
C#
using Content.Server.Administration.Logs;
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using Content.Server.Atmos;
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using Content.Server.Atmos.EntitySystems;
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using Content.Server.Body.Components;
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using Content.Server.Chemistry.Containers.EntitySystems;
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using Content.Server.Popups;
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using Content.Shared.Alert;
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using Content.Shared.Atmos;
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using Content.Shared.Body.Components;
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using Content.Shared.Damage;
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using Content.Shared.Database;
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using Content.Shared.Mobs.Systems;
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using JetBrains.Annotations;
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using Robust.Shared.Timing;
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namespace Content.Server.Body.Systems;
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[UsedImplicitly]
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public sealed class RespiratorSystem : EntitySystem
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{
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[Dependency] private readonly IAdminLogManager _adminLogger = default!;
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly AlertsSystem _alertsSystem = default!;
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[Dependency] private readonly AtmosphereSystem _atmosSys = default!;
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[Dependency] private readonly BodySystem _bodySystem = default!;
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[Dependency] private readonly DamageableSystem _damageableSys = default!;
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[Dependency] private readonly LungSystem _lungSystem = default!;
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[Dependency] private readonly PopupSystem _popupSystem = default!;
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[Dependency] private readonly MobStateSystem _mobState = default!;
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[Dependency] private readonly SolutionContainerSystem _solutionContainerSystem = default!;
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public override void Initialize()
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{
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base.Initialize();
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// We want to process lung reagents before we inhale new reagents.
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UpdatesAfter.Add(typeof(MetabolizerSystem));
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SubscribeLocalEvent<RespiratorComponent, ApplyMetabolicMultiplierEvent>(OnApplyMetabolicMultiplier);
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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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var query = EntityQueryEnumerator<RespiratorComponent, BodyComponent>();
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while (query.MoveNext(out var uid, out var respirator, out var body))
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{
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if (_mobState.IsDead(uid))
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{
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continue;
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}
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respirator.AccumulatedFrametime += frameTime;
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if (respirator.AccumulatedFrametime < respirator.CycleDelay)
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continue;
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respirator.AccumulatedFrametime -= respirator.CycleDelay;
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UpdateSaturation(uid, -respirator.CycleDelay, respirator);
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if (!_mobState.IsIncapacitated(uid)) // cannot breathe in crit.
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{
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switch (respirator.Status)
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{
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case RespiratorStatus.Inhaling:
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Inhale(uid, body);
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respirator.Status = RespiratorStatus.Exhaling;
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break;
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case RespiratorStatus.Exhaling:
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Exhale(uid, body);
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respirator.Status = RespiratorStatus.Inhaling;
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break;
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}
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}
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if (respirator.Saturation < respirator.SuffocationThreshold)
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{
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if (_gameTiming.CurTime >= respirator.LastGaspPopupTime + respirator.GaspPopupCooldown)
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{
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respirator.LastGaspPopupTime = _gameTiming.CurTime;
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_popupSystem.PopupEntity(Loc.GetString("lung-behavior-gasp"), uid);
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}
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TakeSuffocationDamage(uid, respirator);
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respirator.SuffocationCycles += 1;
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continue;
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}
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StopSuffocation(uid, respirator);
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respirator.SuffocationCycles = 0;
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}
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}
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public void Inhale(EntityUid uid, BodyComponent? body = null)
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{
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if (!Resolve(uid, ref body, false))
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return;
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var organs = _bodySystem.GetBodyOrganComponents<LungComponent>(uid, body);
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// Inhale gas
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var ev = new InhaleLocationEvent();
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RaiseLocalEvent(uid, ev);
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ev.Gas ??= _atmosSys.GetContainingMixture(uid, false, true);
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if (ev.Gas == null)
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{
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return;
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}
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var actualGas = ev.Gas.RemoveVolume(Atmospherics.BreathVolume);
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var lungRatio = 1.0f / organs.Count;
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var gas = organs.Count == 1 ? actualGas : actualGas.RemoveRatio(lungRatio);
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foreach (var (lung, _) in organs)
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{
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// Merge doesn't remove gas from the giver.
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_atmosSys.Merge(lung.Air, gas);
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_lungSystem.GasToReagent(lung.Owner, lung);
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}
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}
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public void Exhale(EntityUid uid, BodyComponent? body = null)
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{
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if (!Resolve(uid, ref body, false))
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return;
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var organs = _bodySystem.GetBodyOrganComponents<LungComponent>(uid, body);
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// exhale gas
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var ev = new ExhaleLocationEvent();
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RaiseLocalEvent(uid, ev, false);
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if (ev.Gas == null)
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{
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ev.Gas = _atmosSys.GetContainingMixture(uid, false, true);
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// Walls and grids without atmos comp return null. I guess it makes sense to not be able to exhale in walls,
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// but this also means you cannot exhale on some grids.
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ev.Gas ??= GasMixture.SpaceGas;
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}
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var outGas = new GasMixture(ev.Gas.Volume);
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foreach (var (lung, _) in organs)
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{
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_atmosSys.Merge(outGas, lung.Air);
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lung.Air.Clear();
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if (_solutionContainerSystem.ResolveSolution(lung.Owner, lung.SolutionName, ref lung.Solution))
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_solutionContainerSystem.RemoveAllSolution(lung.Solution.Value);
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}
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_atmosSys.Merge(ev.Gas, outGas);
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}
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private void TakeSuffocationDamage(EntityUid uid, RespiratorComponent respirator)
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{
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if (respirator.SuffocationCycles == 2)
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_adminLogger.Add(LogType.Asphyxiation, $"{ToPrettyString(uid):entity} started suffocating");
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if (respirator.SuffocationCycles >= respirator.SuffocationCycleThreshold)
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{
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// TODO: This is not going work with multiple different lungs, if that ever becomes a possibility
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var organs = _bodySystem.GetBodyOrganComponents<LungComponent>(uid);
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foreach (var (comp, _) in organs)
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{
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_alertsSystem.ShowAlert(uid, comp.Alert);
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}
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}
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_damageableSys.TryChangeDamage(uid, respirator.Damage, false, false);
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}
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private void StopSuffocation(EntityUid uid, RespiratorComponent respirator)
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{
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if (respirator.SuffocationCycles >= 2)
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_adminLogger.Add(LogType.Asphyxiation, $"{ToPrettyString(uid):entity} stopped suffocating");
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// TODO: This is not going work with multiple different lungs, if that ever becomes a possibility
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var organs = _bodySystem.GetBodyOrganComponents<LungComponent>(uid);
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foreach (var (comp, _) in organs)
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{
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_alertsSystem.ClearAlert(uid, comp.Alert);
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}
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_damageableSys.TryChangeDamage(uid, respirator.DamageRecovery);
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}
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public void UpdateSaturation(EntityUid uid, float amount,
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RespiratorComponent? respirator = null)
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{
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if (!Resolve(uid, ref respirator, false))
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return;
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respirator.Saturation += amount;
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respirator.Saturation =
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Math.Clamp(respirator.Saturation, respirator.MinSaturation, respirator.MaxSaturation);
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}
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private void OnApplyMetabolicMultiplier(EntityUid uid, RespiratorComponent component,
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ApplyMetabolicMultiplierEvent args)
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{
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if (args.Apply)
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{
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component.CycleDelay *= args.Multiplier;
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component.Saturation *= args.Multiplier;
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component.MaxSaturation *= args.Multiplier;
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component.MinSaturation *= args.Multiplier;
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return;
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}
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// This way we don't have to worry about it breaking if the stasis bed component is destroyed
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component.CycleDelay /= args.Multiplier;
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component.Saturation /= args.Multiplier;
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component.MaxSaturation /= args.Multiplier;
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component.MinSaturation /= args.Multiplier;
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// Reset the accumulator properly
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if (component.AccumulatedFrametime >= component.CycleDelay)
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component.AccumulatedFrametime = component.CycleDelay;
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}
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}
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public sealed class InhaleLocationEvent : EntityEventArgs
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{
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public GasMixture? Gas;
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}
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public sealed class ExhaleLocationEvent : EntityEventArgs
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{
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public GasMixture? Gas;
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}
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