* 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
227 lines
7.1 KiB
C#
227 lines
7.1 KiB
C#
using System;
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using System.Threading.Tasks;
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using Content.Server.Hands.Components;
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using Content.Server.Items;
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using Content.Server.Weapon.Ranged.Barrels.Components;
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using Content.Shared.Interaction;
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using Content.Shared.Popups;
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using Content.Shared.Power;
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using Robust.Server.GameObjects;
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using Robust.Shared.Containers;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Localization;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.Power.Components
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{
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[ComponentReference(typeof(IActivate))]
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[ComponentReference(typeof(IInteractUsing))]
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public abstract class BaseCharger : Component, IActivate, IInteractUsing
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{
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[ViewVariables]
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private BatteryComponent? _heldBattery;
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[ViewVariables]
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public ContainerSlot Container = default!;
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public bool HasCell => Container.ContainedEntity != null;
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[ViewVariables]
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private CellChargerStatus _status;
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[ViewVariables]
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[DataField("chargeRate")]
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private int _chargeRate = 100;
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[ViewVariables]
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[DataField("transferEfficiency")]
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private float _transferEfficiency = 0.85f;
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protected override void Initialize()
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{
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base.Initialize();
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Owner.EnsureComponent<ApcPowerReceiverComponent>();
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Container = ContainerHelpers.EnsureContainer<ContainerSlot>(Owner, $"{Name}-powerCellContainer");
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// Default state in the visualizer is OFF, so when this gets powered on during initialization it will generally show empty
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}
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public override void HandleMessage(ComponentMessage message, IComponent? component)
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{
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base.HandleMessage(message, component);
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switch (message)
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{
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case PowerChangedMessage powerChanged:
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PowerUpdate(powerChanged);
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break;
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}
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}
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protected override void OnRemove()
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{
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_heldBattery = null;
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base.OnRemove();
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}
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async Task<bool> IInteractUsing.InteractUsing(InteractUsingEventArgs eventArgs)
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{
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var result = TryInsertItem(eventArgs.Using);
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if (!result)
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{
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eventArgs.User.PopupMessage(Owner, Loc.GetString("base-charger-on-interact-using-fail"));
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}
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return result;
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}
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void IActivate.Activate(ActivateEventArgs eventArgs)
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{
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RemoveItem(eventArgs.User);
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}
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/// <summary>
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/// This will remove the item directly into the user's hand / floor
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/// </summary>
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/// <param name="user"></param>
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public void RemoveItem(IEntity user)
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{
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var heldItem = Container.ContainedEntity;
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if (heldItem == null)
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{
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return;
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}
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Container.Remove(heldItem);
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_heldBattery = null;
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if (user.TryGetComponent(out HandsComponent? handsComponent))
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{
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handsComponent.PutInHandOrDrop(heldItem.GetComponent<ItemComponent>());
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}
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if (heldItem.TryGetComponent(out ServerBatteryBarrelComponent? batteryBarrelComponent))
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{
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batteryBarrelComponent.UpdateAppearance();
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}
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UpdateStatus();
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}
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private void PowerUpdate(PowerChangedMessage eventArgs)
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{
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UpdateStatus();
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}
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private CellChargerStatus GetStatus()
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{
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if (Owner.TryGetComponent(out ApcPowerReceiverComponent? receiver) &&
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!receiver.Powered)
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{
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return CellChargerStatus.Off;
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}
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if (!HasCell)
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{
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return CellChargerStatus.Empty;
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}
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if (_heldBattery != null && Math.Abs(_heldBattery.MaxCharge - _heldBattery.CurrentCharge) < 0.01)
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{
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return CellChargerStatus.Charged;
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}
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return CellChargerStatus.Charging;
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}
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public bool TryInsertItem(IEntity entity)
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{
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if (!IsEntityCompatible(entity) || HasCell)
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{
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return false;
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}
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if (!Container.Insert(entity))
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{
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return false;
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}
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_heldBattery = GetBatteryFrom(entity);
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UpdateStatus();
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return true;
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}
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/// <summary>
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/// If the supplied entity should fit into the charger.
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/// </summary>
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public abstract bool IsEntityCompatible(IEntity entity);
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protected abstract BatteryComponent? GetBatteryFrom(IEntity entity);
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private void UpdateStatus()
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{
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// Not called UpdateAppearance just because it messes with the load
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var status = GetStatus();
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if (_status == status ||
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!Owner.TryGetComponent(out ApcPowerReceiverComponent? receiver))
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{
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return;
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}
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_status = status;
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Owner.TryGetComponent(out AppearanceComponent? appearance);
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switch (_status)
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{
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// Update load just in case
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case CellChargerStatus.Off:
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receiver.Load = 0;
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appearance?.SetData(CellVisual.Light, CellChargerStatus.Off);
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break;
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case CellChargerStatus.Empty:
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receiver.Load = 0;
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appearance?.SetData(CellVisual.Light, CellChargerStatus.Empty);
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break;
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case CellChargerStatus.Charging:
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receiver.Load = (int) (_chargeRate / _transferEfficiency);
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appearance?.SetData(CellVisual.Light, CellChargerStatus.Charging);
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break;
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case CellChargerStatus.Charged:
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receiver.Load = 0;
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appearance?.SetData(CellVisual.Light, CellChargerStatus.Charged);
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break;
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default:
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throw new ArgumentOutOfRangeException();
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}
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appearance?.SetData(CellVisual.Occupied, HasCell);
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}
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public void OnUpdate(float frameTime) //todo: make single system for this
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{
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if (_status == CellChargerStatus.Empty || _status == CellChargerStatus.Charged || !HasCell)
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{
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return;
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}
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TransferPower(frameTime);
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}
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private void TransferPower(float frameTime)
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{
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if (Owner.TryGetComponent(out ApcPowerReceiverComponent? receiver) &&
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!receiver.Powered)
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{
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return;
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}
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if (_heldBattery == null)
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{
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return;
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}
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_heldBattery.CurrentCharge += _chargeRate * frameTime;
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// Just so the sprite won't be set to 99.99999% visibility
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if (_heldBattery.MaxCharge - _heldBattery.CurrentCharge < 0.01)
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{
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_heldBattery.CurrentCharge = _heldBattery.MaxCharge;
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}
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UpdateStatus();
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}
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}
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}
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