* Engine namespace changes.
* Automated remove redundant using statements.
* Simplified Graphics namespace.
* Apparently the container system stores full type names in the map file.😞 This updates those names.
* API Changes to LocalizationManager.LoadCulture.
* Update submodule to v0.3.2
210 lines
8.2 KiB
C#
210 lines
8.2 KiB
C#
using System;
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using Content.Client.Administration;
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using Content.Client.Eui;
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using Content.Client.GameObjects.Components.Actor;
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using Content.Client.Input;
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using Content.Client.Interfaces;
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using Content.Client.Interfaces.Chat;
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using Content.Client.Interfaces.Parallax;
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using Content.Client.Parallax;
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using Content.Client.Sandbox;
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using Content.Client.State;
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using Content.Client.StationEvents;
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using Content.Client.UserInterface;
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using Content.Client.UserInterface.AdminMenu;
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using Content.Client.UserInterface.Stylesheets;
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using Content.Client.Graphics.Overlays;
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using Content.Shared.Actions;
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using Content.Shared.GameObjects.Components;
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using Content.Shared.GameObjects.Components.Cargo;
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using Content.Shared.GameObjects.Components.Chemistry.ChemMaster;
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using Content.Shared.GameObjects.Components.Chemistry.ReagentDispenser;
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using Content.Shared.GameObjects.Components.Gravity;
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using Content.Shared.GameObjects.Components.Markers;
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using Content.Shared.GameObjects.Components.Power.AME;
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using Content.Shared.GameObjects.Components.Research;
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using Content.Shared.GameObjects.Components.VendingMachines;
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using Content.Shared.Kitchen;
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using Content.Shared.Alert;
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using Robust.Client;
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using Robust.Client.Graphics;
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using Robust.Client.Input;
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using Robust.Client.Player;
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using Robust.Client.State;
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using Robust.Shared.ContentPack;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Map;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Timing;
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namespace Content.Client
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{
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public class EntryPoint : GameClient
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{
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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[Dependency] private readonly IBaseClient _baseClient = default!;
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[Dependency] private readonly IEscapeMenuOwner _escapeMenuOwner = default!;
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[Dependency] private readonly IGameController _gameController = default!;
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[Dependency] private readonly IStateManager _stateManager = default!;
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public override void Init()
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{
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var factory = IoCManager.Resolve<IComponentFactory>();
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var prototypes = IoCManager.Resolve<IPrototypeManager>();
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factory.DoAutoRegistrations();
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foreach (var ignoreName in IgnoredComponents.List)
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{
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factory.RegisterIgnore(ignoreName);
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}
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factory.Register<SharedResearchConsoleComponent>();
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factory.Register<SharedLatheComponent>();
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factory.Register<SharedSpawnPointComponent>();
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factory.Register<SharedVendingMachineComponent>();
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factory.Register<SharedWiresComponent>();
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factory.Register<SharedCargoConsoleComponent>();
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factory.Register<SharedReagentDispenserComponent>();
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factory.Register<SharedChemMasterComponent>();
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factory.Register<SharedMicrowaveComponent>();
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factory.Register<SharedGravityGeneratorComponent>();
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factory.Register<SharedAMEControllerComponent>();
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prototypes.RegisterIgnore("material");
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prototypes.RegisterIgnore("reaction"); //Chemical reactions only needed by server. Reactions checks are server-side.
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prototypes.RegisterIgnore("gasReaction");
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prototypes.RegisterIgnore("seed"); // Seeds prototypes are server-only.
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prototypes.RegisterIgnore("barSign");
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prototypes.RegisterIgnore("objective");
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ClientContentIoC.Register();
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foreach (var callback in TestingCallbacks)
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{
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var cast = (ClientModuleTestingCallbacks) callback;
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cast.ClientBeforeIoC?.Invoke();
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}
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IoCManager.BuildGraph();
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IoCManager.Resolve<IClientAdminManager>().Initialize();
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IoCManager.Resolve<IParallaxManager>().LoadParallax();
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IoCManager.Resolve<IBaseClient>().PlayerJoinedServer += SubscribePlayerAttachmentEvents;
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IoCManager.Resolve<IStylesheetManager>().Initialize();
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IoCManager.Resolve<IScreenshotHook>().Initialize();
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IoCManager.InjectDependencies(this);
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_escapeMenuOwner.Initialize();
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_baseClient.PlayerJoinedServer += (sender, args) =>
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{
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IoCManager.Resolve<IMapManager>().CreateNewMapEntity(MapId.Nullspace);
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};
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}
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/// <summary>
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/// Subscribe events to the player manager after the player manager is set up
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/// </summary>
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/// <param name="sender"></param>
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/// <param name="args"></param>
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public void SubscribePlayerAttachmentEvents(object sender, EventArgs args)
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{
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_playerManager.LocalPlayer.EntityAttached += AttachPlayerToEntity;
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_playerManager.LocalPlayer.EntityDetached += DetachPlayerFromEntity;
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}
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/// <summary>
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/// Add the character interface master which combines all character interfaces into one window
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/// </summary>
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public static void AttachPlayerToEntity(EntityAttachedEventArgs eventArgs)
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{
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eventArgs.NewEntity.AddComponent<CharacterInterface>();
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}
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/// <summary>
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/// Remove the character interface master from this entity now that we have detached ourselves from it
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/// </summary>
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public static void DetachPlayerFromEntity(EntityDetachedEventArgs eventArgs)
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{
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if (!eventArgs.OldEntity.Deleted)
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{
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eventArgs.OldEntity.RemoveComponent<CharacterInterface>();
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}
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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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// Setup key contexts
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var inputMan = IoCManager.Resolve<IInputManager>();
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ContentContexts.SetupContexts(inputMan.Contexts);
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IoCManager.Resolve<IGameHud>().Initialize();
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IoCManager.Resolve<IClientNotifyManager>().Initialize();
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IoCManager.Resolve<IClientGameTicker>().Initialize();
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var overlayMgr = IoCManager.Resolve<IOverlayManager>();
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overlayMgr.AddOverlay(new ParallaxOverlay());
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overlayMgr.AddOverlay(new GradientCircleMaskOverlay());
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overlayMgr.AddOverlay(new CircleMaskOverlay());
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overlayMgr.AddOverlay(new FlashOverlay());
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overlayMgr.AddOverlay(new RadiationPulseOverlay());
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IoCManager.Resolve<IChatManager>().Initialize();
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IoCManager.Resolve<ISandboxManager>().Initialize();
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IoCManager.Resolve<IClientPreferencesManager>().Initialize();
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IoCManager.Resolve<IStationEventManager>().Initialize();
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IoCManager.Resolve<IAdminMenuManager>().Initialize();
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IoCManager.Resolve<EuiManager>().Initialize();
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IoCManager.Resolve<AlertManager>().Initialize();
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IoCManager.Resolve<ActionManager>().Initialize();
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_baseClient.RunLevelChanged += (sender, args) =>
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{
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if (args.NewLevel == ClientRunLevel.Initialize)
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{
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SwitchToDefaultState(args.OldLevel == ClientRunLevel.Connected ||
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args.OldLevel == ClientRunLevel.InGame);
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}
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};
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SwitchToDefaultState();
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}
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private void SwitchToDefaultState(bool disconnected = false)
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{
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// Fire off into state dependent on launcher or not.
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if (_gameController.LaunchState.FromLauncher)
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{
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_stateManager.RequestStateChange<LauncherConnecting>();
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var state = (LauncherConnecting) _stateManager.CurrentState;
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if (disconnected)
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{
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state.SetDisconnected();
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}
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}
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else
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{
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_stateManager.RequestStateChange<MainScreen>();
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}
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}
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public override void Update(ModUpdateLevel level, FrameEventArgs frameEventArgs)
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{
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base.Update(level, frameEventArgs);
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switch (level)
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{
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case ModUpdateLevel.FramePreEngine:
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IoCManager.Resolve<IClientNotifyManager>().FrameUpdate(frameEventArgs);
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IoCManager.Resolve<IChatManager>().FrameUpdate(frameEventArgs);
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break;
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}
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}
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}
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}
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