* revenant 2: electric boogaloo * revevent * oversights * Update RevenantSystem.Abilities.cs * names * no shoote stouhg walls
36 lines
1.3 KiB
C#
36 lines
1.3 KiB
C#
using Content.Server.Visible;
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using Content.Shared.Revenant.Components;
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using Content.Shared.Revenant.EntitySystems;
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using Robust.Server.GameObjects;
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namespace Content.Server.Revenant.EntitySystems;
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public sealed class CorporealSystem : SharedCorporealSystem
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{
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[Dependency] private readonly VisibilitySystem _visibilitySystem = default!;
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public override void OnStartup(EntityUid uid, CorporealComponent component, ComponentStartup args)
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{
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base.OnStartup(uid, component, args);
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if (TryComp<VisibilityComponent>(uid, out var visibility))
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{
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_visibilitySystem.RemoveLayer(visibility, (int) VisibilityFlags.Ghost, false);
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_visibilitySystem.AddLayer(visibility, (int) VisibilityFlags.Normal, false);
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_visibilitySystem.RefreshVisibility(visibility);
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}
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}
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public override void OnShutdown(EntityUid uid, CorporealComponent component, ComponentShutdown args)
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{
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base.OnShutdown(uid, component, args);
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if (TryComp<VisibilityComponent>(uid, out var visibility))
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{
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_visibilitySystem.AddLayer(visibility, (int) VisibilityFlags.Ghost, false);
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_visibilitySystem.RemoveLayer(visibility, (int) VisibilityFlags.Normal, false);
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_visibilitySystem.RefreshVisibility(visibility);
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}
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}
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}
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