* 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>
47 lines
1.4 KiB
C#
47 lines
1.4 KiB
C#
using Content.Server.Medical.Components;
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using Content.Shared.ActionBlocker;
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using Content.Shared.Movement;
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using JetBrains.Annotations;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Timing;
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namespace Content.Server.Medical
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{
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[UsedImplicitly]
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internal sealed class MedicalScannerSystem : EntitySystem
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{
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly ActionBlockerSystem _blocker = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<MedicalScannerComponent, RelayMovementEntityEvent>(OnRelayMovement);
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}
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private void OnRelayMovement(EntityUid uid, MedicalScannerComponent component, RelayMovementEntityEvent args)
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{
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if (_blocker.CanInteract(args.Entity))
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{
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if (_gameTiming.CurTime <
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component.LastInternalOpenAttempt + MedicalScannerComponent.InternalOpenAttemptDelay)
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{
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return;
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}
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component.LastInternalOpenAttempt = _gameTiming.CurTime;
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component.EjectBody();
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}
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}
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public override void Update(float frameTime)
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{
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foreach (var comp in ComponentManager.EntityQuery<MedicalScannerComponent>(true))
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{
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comp.Update(frameTime);
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}
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}
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}
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}
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