* Functioning ECS verbs Currently only ID card console works. * Changed verb types and allow ID card insertions * Verb GUI sorting and verb networking * More networking, and shared components * Clientside verbs work now. * Verb enums changed to bitmask flags * Verb Categories redo * Fix range check * GasTank Verb * Remove unnecessary bodypart verb * Buckle Verb * buckle & unbuckle verbs * Updated range checks * Item cabinet verbs * Add range user override * construction verb * Chemistry machine verbs * Climb Verb * Generalise pulled entity verbs * ViewVariables Verb * rejuvenate, delete, sentient, control verbs * Outfit verb * inrangeunoccluded and tubedirection verbs * attach-to verbs * remove unused verbs and move VV * Rename DebugVerbSystem * Ghost role and pointing verbs * Remove global verbs * Allow verbs to raise events * Changing categories and simplifying debug verbs * Add rotate and flip verbs * fix rejuvenate test * redo context menu * new Add Gas debug verb * Add Set Temperature debug verb * Uncuff verb * Disposal unit verbs * Add pickup verb * lock/unlock verb * Remove verb type, add specific verb events * rename verb messages -> events * Context menu displays verbs by interaction type * Updated context menu HandleMove previously, checked if entities moved 1 tile from click location. Now checks if entities moved out of view. Now you can actually right-click interact with yourself while walking! * Misc Verb menu GUI changes * Fix non-human/ghost verbs * Update types and categories * Allow non-ghost/human to open context menu * configuration verb * tagger verb * Morgue Verbs * Medical Scanner Verbs * Fix solution refactor merge issues * Fix context menu in-view check * Remove prepare GUI * Redo verb restrictions * Fix context menu UI * Disposal Verbs * Spill verb * Light verb * Hand Held light verb * power cell verbs * storage verbs and adding names to insert/eject * Pulling verb * Close context menu on verb execution * Strip verb * AmmoBox verb * fix pull verb * gun barrel verbs revolver verb energy weapon verbs Bolt action verb * Magazine gun barrel verbs * Add charger verbs * PDA verbs * Transfer amount verb * Add reagent verb * make alt-click use ECS verbs * Delete old verb files * Magboot verb * finalising tweaks * context menu visibility changes * code cleanup * Update AdminAddReagentUI.cs * Remove HasFlag * Consistent verb keys * Remove Linq, add comment * Fix in-inventory check * Update GUI text alignment and padding * Added close-menu option * Changed some "interaction" verbs to "activation" * Remove verb keys, use sorted sets * fix master merge * update some verb text * Undo Changes Remove some new verbs that can be added later undid some .ftl bugfixes, can and should be done separately * fix merge * Undo file rename * fix merge * Misc Cleanup * remove contraction * Fix keybinding issue * fix comment * merge fix * fix merge * fix merge * fix merge * fix merge * fix open-close verbs * adjust uncuff verb * fix merge and undo the renaming of SharedPullableComponent to PullableComponent. I'm tired of all of those merge conflicts
280 lines
9.5 KiB
C#
280 lines
9.5 KiB
C#
using System.Threading.Tasks;
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using Content.Server.Clothing.Components;
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using Content.Server.Items;
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using Content.Server.PowerCell.Components;
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using Content.Shared.ActionBlocker;
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using Content.Shared.Actions;
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using Content.Shared.Actions.Behaviors.Item;
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using Content.Shared.Actions.Components;
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using Content.Shared.Examine;
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using Content.Shared.Interaction;
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using Content.Shared.Light.Component;
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using Content.Shared.Popups;
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using Content.Shared.Rounding;
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using Content.Shared.Sound;
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using Content.Shared.Verbs;
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using JetBrains.Annotations;
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using Robust.Server.GameObjects;
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using Robust.Shared.Audio;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Localization;
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using Robust.Shared.Maths;
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using Robust.Shared.Player;
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using Robust.Shared.Players;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.Utility;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.Light.Components
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{
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/// <summary>
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/// Component that represents a powered handheld light source which can be toggled on and off.
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/// </summary>
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[RegisterComponent]
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internal sealed class HandheldLightComponent : SharedHandheldLightComponent, IUse, IExamine, IInteractUsing
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{
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[ViewVariables(VVAccess.ReadWrite)] [DataField("wattage")] public float Wattage { get; set; } = 3f;
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[ViewVariables] private PowerCellSlotComponent _cellSlot = default!;
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private PowerCellComponent? Cell => _cellSlot.Cell;
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/// <summary>
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/// Status of light, whether or not it is emitting light.
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/// </summary>
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[ViewVariables]
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public bool Activated { get; private set; }
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[ViewVariables] protected override bool HasCell => _cellSlot.HasCell;
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[ViewVariables(VVAccess.ReadWrite)] [DataField("turnOnSound")] public SoundSpecifier TurnOnSound = new SoundPathSpecifier("/Audio/Items/flashlight_on.ogg");
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[ViewVariables(VVAccess.ReadWrite)] [DataField("turnOnFailSound")] public SoundSpecifier TurnOnFailSound = new SoundPathSpecifier("/Audio/Machines/button.ogg");
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[ViewVariables(VVAccess.ReadWrite)] [DataField("turnOffSound")] public SoundSpecifier TurnOffSound = new SoundPathSpecifier("/Audio/Items/flashlight_off.ogg");
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[ComponentDependency] private readonly ItemActionsComponent? _itemActions = null;
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/// <summary>
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/// Client-side ItemStatus level
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/// </summary>
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private byte? _lastLevel;
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protected override void Initialize()
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{
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base.Initialize();
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Owner.EnsureComponent<PointLightComponent>();
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_cellSlot = Owner.EnsureComponent<PowerCellSlotComponent>();
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Dirty();
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}
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protected override void OnRemove()
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{
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base.OnRemove();
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Owner.EntityManager.EventBus.QueueEvent(EventSource.Local, new DeactivateHandheldLightMessage(this));
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}
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async Task<bool> IInteractUsing.InteractUsing(InteractUsingEventArgs eventArgs)
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{
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if (!EntitySystem.Get<ActionBlockerSystem>().CanInteract(eventArgs.User)) return false;
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if (!_cellSlot.InsertCell(eventArgs.Using)) return false;
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Dirty();
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return true;
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}
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void IExamine.Examine(FormattedMessage message, bool inDetailsRange)
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{
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if (Activated)
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{
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message.AddMarkup(Loc.GetString("handheld-light-component-on-examine-is-on-message"));
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}
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else
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{
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message.AddMarkup(Loc.GetString("handheld-light-component-on-examine-is-off-message"));
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}
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}
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bool IUse.UseEntity(UseEntityEventArgs eventArgs)
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{
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return ToggleStatus(eventArgs.User);
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}
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/// <summary>
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/// Illuminates the light if it is not active, extinguishes it if it is active.
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/// </summary>
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/// <returns>True if the light's status was toggled, false otherwise.</returns>
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public bool ToggleStatus(IEntity user)
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{
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if (!EntitySystem.Get<ActionBlockerSystem>().CanUse(user)) return false;
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return Activated ? TurnOff() : TurnOn(user);
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}
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public bool TurnOff(bool makeNoise = true)
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{
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if (!Activated)
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{
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return false;
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}
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SetState(false);
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Activated = false;
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UpdateLightAction();
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Owner.EntityManager.EventBus.QueueEvent(EventSource.Local, new DeactivateHandheldLightMessage(this));
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if (makeNoise)
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{
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SoundSystem.Play(Filter.Pvs(Owner), TurnOffSound.GetSound(), Owner);
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}
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return true;
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}
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public bool TurnOn(IEntity user)
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{
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if (Activated)
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{
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return false;
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}
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if (Cell == null)
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{
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SoundSystem.Play(Filter.Pvs(Owner), TurnOnFailSound.GetSound(), Owner);
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Owner.PopupMessage(user, Loc.GetString("handheld-light-component-cell-missing-message"));
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UpdateLightAction();
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return false;
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}
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// To prevent having to worry about frame time in here.
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// Let's just say you need a whole second of charge before you can turn it on.
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// Simple enough.
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if (Wattage > Cell.CurrentCharge)
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{
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SoundSystem.Play(Filter.Pvs(Owner), TurnOnFailSound.GetSound(), Owner);
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Owner.PopupMessage(user, Loc.GetString("handheld-light-component-cell-dead-message"));
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UpdateLightAction();
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return false;
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}
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Activated = true;
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UpdateLightAction();
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SetState(true);
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Owner.EntityManager.EventBus.QueueEvent(EventSource.Local, new ActivateHandheldLightMessage(this));
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SoundSystem.Play(Filter.Pvs(Owner), TurnOnSound.GetSound(), Owner);
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return true;
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}
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private void SetState(bool on)
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{
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if (Owner.TryGetComponent(out SpriteComponent? sprite))
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{
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sprite.LayerSetVisible(1, on);
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}
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if (Owner.TryGetComponent(out PointLightComponent? light))
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{
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light.Enabled = on;
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}
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if (Owner.TryGetComponent(out ClothingComponent? clothing))
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{
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clothing.ClothingEquippedPrefix = Loc.GetString(on ? "on" : "off");
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}
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if (Owner.TryGetComponent(out ItemComponent? item))
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{
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item.EquippedPrefix = Loc.GetString(on ? "on" : "off");
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}
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}
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private void UpdateLightAction()
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{
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_itemActions?.Toggle(ItemActionType.ToggleLight, Activated);
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}
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public void OnUpdate(float frameTime)
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{
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if (Cell == null)
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{
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TurnOff(false);
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return;
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}
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var appearanceComponent = Owner.GetComponent<AppearanceComponent>();
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if (Cell.MaxCharge - Cell.CurrentCharge < Cell.MaxCharge * 0.70)
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{
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appearanceComponent.SetData(HandheldLightVisuals.Power, HandheldLightPowerStates.FullPower);
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}
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else if (Cell.MaxCharge - Cell.CurrentCharge < Cell.MaxCharge * 0.90)
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{
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appearanceComponent.SetData(HandheldLightVisuals.Power, HandheldLightPowerStates.LowPower);
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}
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else
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{
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appearanceComponent.SetData(HandheldLightVisuals.Power, HandheldLightPowerStates.Dying);
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}
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if (Activated && !Cell.TryUseCharge(Wattage * frameTime)) TurnOff(false);
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var level = GetLevel();
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if (level != _lastLevel)
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{
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_lastLevel = level;
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Dirty();
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}
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}
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// Curently every single flashlight has the same number of levels for status and that's all it uses the charge for
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// Thus we'll just check if the level changes.
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private byte? GetLevel()
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{
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if (Cell == null)
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return null;
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var currentCharge = Cell.CurrentCharge;
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if (MathHelper.CloseToPercent(currentCharge, 0) || Wattage > currentCharge)
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return 0;
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return (byte?) ContentHelpers.RoundToNearestLevels(currentCharge / Cell.MaxCharge * 255, 255, StatusLevels);
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}
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public override ComponentState GetComponentState(ICommonSession player)
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{
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return new HandheldLightComponentState(GetLevel());
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}
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}
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[UsedImplicitly]
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[DataDefinition]
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public class ToggleLightAction : IToggleItemAction
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{
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public bool DoToggleAction(ToggleItemActionEventArgs args)
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{
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if (!args.Item.TryGetComponent<HandheldLightComponent>(out var lightComponent)) return false;
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if (lightComponent.Activated == args.ToggledOn) return false;
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return lightComponent.ToggleStatus(args.Performer);
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}
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}
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internal sealed class ActivateHandheldLightMessage : EntityEventArgs
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{
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public HandheldLightComponent Component { get; }
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public ActivateHandheldLightMessage(HandheldLightComponent component)
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{
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Component = component;
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}
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}
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internal sealed class DeactivateHandheldLightMessage : EntityEventArgs
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{
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public HandheldLightComponent Component { get; }
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public DeactivateHandheldLightMessage(HandheldLightComponent component)
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{
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Component = component;
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}
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}
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}
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