* Remove IRelayMoveInput This interface gets called every time a movement key is pressed so it gets called a lot. * Remove RelayMovementEntityMessage Co-authored-by: metalgearsloth <metalgearsloth@gmail.com>
44 lines
1.4 KiB
C#
44 lines
1.4 KiB
C#
using Content.Server.Disposal.Tube.Components;
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using Content.Shared.Movement;
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using Robust.Shared.Audio;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Player;
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using Robust.Shared.Timing;
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namespace Content.Server.Disposal.Tube
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{
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public sealed class DisposalTubeSystem : EntitySystem
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{
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<DisposalTubeComponent, PhysicsBodyTypeChangedEvent>(BodyTypeChanged);
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SubscribeLocalEvent<DisposalTubeComponent, RelayMovementEntityEvent>(OnRelayMovement);
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}
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private void OnRelayMovement(EntityUid uid, DisposalTubeComponent component, RelayMovementEntityEvent args)
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{
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if (_gameTiming.CurTime < component.LastClang + DisposalTubeComponent.ClangDelay)
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{
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return;
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}
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var entity = EntityManager.GetEntity(uid);
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component.LastClang = _gameTiming.CurTime;
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SoundSystem.Play(Filter.Pvs(entity), component.ClangSound.GetSound(), entity);
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}
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private static void BodyTypeChanged(
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EntityUid uid,
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DisposalTubeComponent component,
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PhysicsBodyTypeChangedEvent args)
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{
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component.AnchoredChanged();
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}
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}
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}
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