Refactors mobstate and moves mob health thresholds to their own component Co-authored-by: DrSmugleaf <drsmugleaf@gmail.com>
228 lines
8.5 KiB
C#
228 lines
8.5 KiB
C#
using System.Linq;
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using System.Threading.Tasks;
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using Content.Shared.Damage;
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using Content.Shared.DoAfter;
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using Content.Shared.Mobs;
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using JetBrains.Annotations;
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using Robust.Shared.GameStates;
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namespace Content.Server.DoAfter
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{
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[UsedImplicitly]
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public sealed class DoAfterSystem : EntitySystem
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{
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// We cache these lists as to not allocate them every update tick...
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private readonly Queue<DoAfter> _cancelled = new();
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private readonly Queue<DoAfter> _finished = new();
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<DoAfterComponent, DamageChangedEvent>(OnDamage);
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SubscribeLocalEvent<DoAfterComponent, MobStateChangedEvent>(OnStateChanged);
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SubscribeLocalEvent<DoAfterComponent, ComponentGetState>(OnDoAfterGetState);
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}
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public void Add(DoAfterComponent component, DoAfter doAfter)
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{
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component.DoAfters.Add(doAfter, component.RunningIndex);
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EnsureComp<ActiveDoAfterComponent>(component.Owner);
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component.RunningIndex++;
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Dirty(component);
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}
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public void Cancelled(DoAfterComponent component, DoAfter doAfter)
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{
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if (!component.DoAfters.TryGetValue(doAfter, out var index))
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return;
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component.DoAfters.Remove(doAfter);
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if (component.DoAfters.Count == 0)
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{
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RemComp<ActiveDoAfterComponent>(component.Owner);
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}
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RaiseNetworkEvent(new CancelledDoAfterMessage(component.Owner, index));
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}
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/// <summary>
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/// Call when the particular DoAfter is finished.
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/// Client should be tracking this independently.
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/// </summary>
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public void Finished(DoAfterComponent component, DoAfter doAfter)
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{
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if (!component.DoAfters.ContainsKey(doAfter))
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return;
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component.DoAfters.Remove(doAfter);
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if (component.DoAfters.Count == 0)
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{
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RemComp<ActiveDoAfterComponent>(component.Owner);
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}
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}
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private void OnDoAfterGetState(EntityUid uid, DoAfterComponent component, ref ComponentGetState args)
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{
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var toAdd = new List<ClientDoAfter>(component.DoAfters.Count);
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foreach (var (doAfter, _) in component.DoAfters)
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{
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// THE ALMIGHTY PYRAMID
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var clientDoAfter = new ClientDoAfter(
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component.DoAfters[doAfter],
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doAfter.UserGrid,
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doAfter.TargetGrid,
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doAfter.StartTime,
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doAfter.EventArgs.Delay,
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doAfter.EventArgs.BreakOnUserMove,
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doAfter.EventArgs.BreakOnTargetMove,
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doAfter.EventArgs.MovementThreshold,
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doAfter.EventArgs.DamageThreshold,
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doAfter.EventArgs.Target);
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toAdd.Add(clientDoAfter);
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}
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args.State = new DoAfterComponentState(toAdd);
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}
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private void OnStateChanged(EntityUid uid, DoAfterComponent component, MobStateChangedEvent args)
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{
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if (args.NewMobState == MobState.Alive)
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return;
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foreach (var (doAfter, _) in component.DoAfters)
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{
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doAfter.Cancel();
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}
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}
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/// <summary>
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/// Cancels DoAfter if it breaks on damage and it meets the threshold
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/// </summary>
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/// <param name="_">
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/// The EntityUID of the user
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/// </param>
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/// <param name="component"></param>
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/// <param name="args"></param>
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public void OnDamage(EntityUid _, DoAfterComponent component, DamageChangedEvent args)
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{
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if (!args.InterruptsDoAfters || !args.DamageIncreased || args.DamageDelta == null)
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return;
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foreach (var (doAfter, _) in component.DoAfters)
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{
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if (doAfter.EventArgs.BreakOnDamage && args.DamageDelta?.Total.Float() > doAfter.EventArgs.DamageThreshold)
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{
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doAfter.Cancel();
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}
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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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base.Update(frameTime);
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foreach (var (_, comp) in EntityManager.EntityQuery<ActiveDoAfterComponent, DoAfterComponent>())
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{
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foreach (var (doAfter, _) in comp.DoAfters.ToArray())
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{
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doAfter.Run(frameTime, EntityManager);
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switch (doAfter.Status)
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{
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case DoAfterStatus.Running:
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break;
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case DoAfterStatus.Cancelled:
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_cancelled.Enqueue(doAfter);
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break;
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case DoAfterStatus.Finished:
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_finished.Enqueue(doAfter);
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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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}
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while (_cancelled.TryDequeue(out var doAfter))
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{
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Cancelled(comp, doAfter);
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if(EntityManager.EntityExists(doAfter.EventArgs.User) && doAfter.EventArgs.UserCancelledEvent != null)
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RaiseLocalEvent(doAfter.EventArgs.User, doAfter.EventArgs.UserCancelledEvent, false);
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if (doAfter.EventArgs.Used is {} used && EntityManager.EntityExists(used) && doAfter.EventArgs.UsedCancelledEvent != null)
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RaiseLocalEvent(used, doAfter.EventArgs.UsedCancelledEvent);
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if(doAfter.EventArgs.Target is {} target && EntityManager.EntityExists(target) && doAfter.EventArgs.TargetCancelledEvent != null)
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RaiseLocalEvent(target, doAfter.EventArgs.TargetCancelledEvent, false);
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if(doAfter.EventArgs.BroadcastCancelledEvent != null)
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RaiseLocalEvent(doAfter.EventArgs.BroadcastCancelledEvent);
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}
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while (_finished.TryDequeue(out var doAfter))
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{
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Finished(comp, doAfter);
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if(EntityManager.EntityExists(doAfter.EventArgs.User) && doAfter.EventArgs.UserFinishedEvent != null)
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RaiseLocalEvent(doAfter.EventArgs.User, doAfter.EventArgs.UserFinishedEvent, false);
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if(doAfter.EventArgs.Used is {} used && EntityManager.EntityExists(used) && doAfter.EventArgs.UsedFinishedEvent != null)
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RaiseLocalEvent(used, doAfter.EventArgs.UsedFinishedEvent);
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if(doAfter.EventArgs.Target is {} target && EntityManager.EntityExists(target) && doAfter.EventArgs.TargetFinishedEvent != null)
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RaiseLocalEvent(target, doAfter.EventArgs.TargetFinishedEvent, false);
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if(doAfter.EventArgs.BroadcastFinishedEvent != null)
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RaiseLocalEvent(doAfter.EventArgs.BroadcastFinishedEvent);
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}
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}
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}
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/// <summary>
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/// Tasks that are delayed until the specified time has passed
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/// These can be potentially cancelled by the user moving or when other things happen.
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/// </summary>
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/// <param name="eventArgs"></param>
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/// <returns></returns>
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public async Task<DoAfterStatus> WaitDoAfter(DoAfterEventArgs eventArgs)
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{
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var doAfter = CreateDoAfter(eventArgs);
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await doAfter.AsTask;
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return doAfter.Status;
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}
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/// <summary>
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/// Creates a DoAfter without waiting for it to finish. You can use events with this.
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/// These can be potentially cancelled by the user moving or when other things happen.
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/// </summary>
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/// <param name="eventArgs"></param>
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public void DoAfter(DoAfterEventArgs eventArgs)
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{
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CreateDoAfter(eventArgs);
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}
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private DoAfter CreateDoAfter(DoAfterEventArgs eventArgs)
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{
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// Setup
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var doAfter = new DoAfter(eventArgs, EntityManager);
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// Caller's gonna be responsible for this I guess
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var doAfterComponent = Comp<DoAfterComponent>(eventArgs.User);
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Add(doAfterComponent, doAfter);
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return doAfter;
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}
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}
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public enum DoAfterStatus : byte
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{
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Running,
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Cancelled,
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Finished,
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}
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}
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