* Dice, IThrown, ILand * Adds sounds to the dice using a sound collection. * Seed random instance better. * Missed a ")", should compile now
236 lines
9.5 KiB
C#
236 lines
9.5 KiB
C#
using Content.Server.Chat;
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using Content.Server.GameObjects;
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using Content.Server.GameObjects.Components;
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using Content.Server.GameObjects.Components.Power;
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using Content.Server.GameObjects.Components.Interactable.Tools;
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using Content.Server.Interfaces.GameObjects;
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using Content.Server.Placement;
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using Robust.Server;
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using Robust.Server.Interfaces;
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using Robust.Server.Interfaces.Maps;
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using Robust.Server.Interfaces.Player;
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using Robust.Server.Player;
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using Robust.Shared.Console;
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using Robust.Shared.ContentPack;
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using Robust.Shared.Enums;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Map;
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using Robust.Shared.Interfaces.Timers;
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using Robust.Shared.IoC;
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using Robust.Shared.Log;
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using Robust.Shared.Map;
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using Robust.Shared.Timers;
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using Robust.Shared.Interfaces.Timing;
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using Robust.Shared.Maths;
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using Content.Server.GameObjects.Components.Weapon.Ranged.Hitscan;
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using Content.Server.GameObjects.Components.Weapon.Ranged.Projectile;
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using Content.Server.GameObjects.Components.Projectiles;
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using Content.Server.GameObjects.Components.Weapon.Melee;
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using Content.Server.GameObjects.Components.Stack;
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using Content.Server.GameObjects.Components.Construction;
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using Content.Server.GameObjects.Components.Mobs;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Server.Mobs;
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using Content.Server.Players;
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using Content.Server.GameObjects.Components.Interactable;
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using Content.Server.GameObjects.Components.Markers;
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using Content.Server.GameObjects.Components.Sound;
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using Content.Server.GameObjects.Components.Weapon.Ranged;
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using Content.Server.GameTicking;
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using Content.Server.Interfaces;
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using Content.Server.Interfaces.GameTicking;
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using Content.Shared.GameObjects.Components.Materials;
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using Content.Shared.GameObjects.Components.Inventory;
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using Content.Shared.GameObjects.Components.Markers;
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using Content.Shared.GameObjects.Components.Mobs;
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using Content.Shared.Interfaces;
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using Robust.Server.Interfaces.ServerStatus;
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using Robust.Shared.Timing;
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using Content.Server.GameObjects.Components.Destructible;
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using Content.Server.GameObjects.Components.Items.Storage;
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using Content.Server.GameObjects.Components.Items.Storage.Fill;
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using Content.Server.GameObjects.Components.Movement;
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using Content.Server.Interfaces.Chat;
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using Content.Server.Interfaces.GameObjects.Components.Movement;
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using Content.Server.GameObjects.Components.Research;
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using Content.Shared.GameObjects.Components.Research;
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using Robust.Shared.Interfaces.Log;
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using Content.Server.GameObjects.Components.Explosive;
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using Content.Server.GameObjects.Components.Items;
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using Content.Server.GameObjects.Components.Triggers;
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namespace Content.Server
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{
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public class EntryPoint : GameServer
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{
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private IGameTicker _gameTicker;
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private IMoMMILink _mommiLink;
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private StatusShell _statusShell;
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/// <inheritdoc />
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public override void Init()
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{
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base.Init();
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var factory = IoCManager.Resolve<IComponentFactory>();
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factory.Register<HandsComponent>();
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factory.RegisterReference<HandsComponent, IHandsComponent>();
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factory.Register<InventoryComponent>();
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factory.Register<StoreableComponent>();
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factory.Register<ItemComponent>();
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factory.RegisterReference<ItemComponent, StoreableComponent>();
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factory.Register<ClothingComponent>();
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factory.RegisterReference<ClothingComponent, ItemComponent>();
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factory.RegisterReference<ClothingComponent, StoreableComponent>();
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factory.Register<PlaceableSurfaceComponent>();
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factory.Register<DamageableComponent>();
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factory.Register<DestructibleComponent>();
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factory.Register<TemperatureComponent>();
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factory.Register<ServerDoorComponent>();
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factory.RegisterReference<ServerDoorComponent, IActivate>();
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//Power Components
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factory.Register<PowerTransferComponent>();
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factory.Register<PowerProviderComponent>();
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factory.RegisterReference<PowerProviderComponent, PowerDeviceComponent>();
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factory.Register<PowerNodeComponent>();
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factory.Register<PowerStorageNetComponent>();
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factory.RegisterReference<PowerStorageNetComponent, PowerStorageComponent>();
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factory.Register<PowerCellComponent>();
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factory.RegisterReference<PowerCellComponent, PowerStorageComponent>();
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factory.Register<PowerDeviceComponent>();
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factory.Register<PowerGeneratorComponent>();
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factory.Register<LightBulbComponent>();
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//Tools
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factory.Register<MultitoolComponent>();
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factory.Register<WirecutterComponent>();
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factory.Register<WrenchComponent>();
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factory.Register<WelderComponent>();
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factory.Register<ScrewdriverComponent>();
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factory.Register<CrowbarComponent>();
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factory.Register<HitscanWeaponComponent>();
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factory.Register<RangedWeaponComponent>();
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factory.Register<BallisticMagazineWeaponComponent>();
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factory.Register<ProjectileComponent>();
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factory.Register<ThrownItemComponent>();
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factory.Register<MeleeWeaponComponent>();
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factory.Register<HealingComponent>();
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factory.Register<SoundComponent>();
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factory.Register<HandheldLightComponent>();
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factory.Register<ServerStorageComponent>();
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factory.RegisterReference<ServerStorageComponent, IStorageComponent>();
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factory.RegisterReference<ServerStorageComponent, IActivate>();
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factory.Register<EntityStorageComponent>();
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factory.RegisterReference<EntityStorageComponent, IStorageComponent>();
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factory.RegisterReference<EntityStorageComponent, IActivate>();
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factory.Register<ToolLockerFillComponent>();
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factory.Register<ToolboxElectricalFillComponent>();
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factory.Register<PowerDebugTool>();
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factory.Register<PoweredLightComponent>();
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factory.Register<SmesComponent>();
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factory.Register<ApcComponent>();
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factory.RegisterReference<ApcComponent, IActivate>();
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factory.Register<MaterialComponent>();
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factory.Register<StackComponent>();
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factory.Register<MaterialStorageComponent>();
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factory.RegisterReference<MaterialStorageComponent, SharedMaterialStorageComponent>();
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factory.Register<ConstructionComponent>();
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factory.Register<ConstructorComponent>();
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factory.RegisterIgnore("ConstructionGhost");
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factory.Register<MindComponent>();
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factory.Register<SpeciesComponent>();
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factory.Register<HeatResistanceComponent>();
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factory.Register<SpawnPointComponent>();
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factory.RegisterReference<SpawnPointComponent, SharedSpawnPointComponent>();
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factory.Register<LatheComponent>();
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factory.RegisterReference<LatheComponent, IActivate>();
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factory.Register<LatheDatabaseComponent>();
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factory.RegisterReference<LatheDatabaseComponent, SharedLatheDatabaseComponent>();
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factory.Register<BallisticBulletComponent>();
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factory.Register<BallisticMagazineComponent>();
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factory.Register<HitscanWeaponCapacitorComponent>();
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factory.Register<CameraRecoilComponent>();
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factory.RegisterReference<CameraRecoilComponent, SharedCameraRecoilComponent>();
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factory.RegisterIgnore("IconSmooth");
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factory.RegisterIgnore("SubFloorHide");
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factory.Register<PlayerInputMoverComponent>();
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factory.RegisterReference<PlayerInputMoverComponent, IMoverComponent>();
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factory.Register<AiControllerComponent>();
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factory.Register<CatwalkComponent>();
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factory.Register<DiceComponent>();
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factory.Register<ExplosiveComponent>();
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factory.Register<OnUseTimerTriggerComponent>();
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factory.Register<FootstepModifierComponent>();
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factory.Register<EmitSoundOnUseComponent>();
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factory.Register<CombatModeComponent>();
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IoCManager.Register<ISharedNotifyManager, ServerNotifyManager>();
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IoCManager.Register<IServerNotifyManager, ServerNotifyManager>();
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IoCManager.Register<IGameTicker, GameTicker>();
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IoCManager.Register<IChatManager, ChatManager>();
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IoCManager.Register<IMoMMILink, MoMMILink>();
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if (TestingCallbacks != null)
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{
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var cast = (ServerModuleTestingCallbacks) TestingCallbacks;
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cast.ServerBeforeIoC?.Invoke();
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}
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IoCManager.BuildGraph();
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_gameTicker = IoCManager.Resolve<IGameTicker>();
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IoCManager.Resolve<IServerNotifyManager>().Initialize();
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IoCManager.Resolve<IChatManager>().Initialize();
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_mommiLink = IoCManager.Resolve<IMoMMILink>();
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var playerManager = IoCManager.Resolve<IPlayerManager>();
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_statusShell = new StatusShell();
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var logManager = IoCManager.Resolve<ILogManager>();
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logManager.GetSawmill("Storage").Level = LogLevel.Info;
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}
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public override void PostInit()
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{
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base.PostInit();
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_gameTicker.Initialize();
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}
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public override void Update(ModUpdateLevel level, float frameTime)
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{
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base.Update(level, frameTime);
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_gameTicker.Update(new FrameEventArgs(frameTime));
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}
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}
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}
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