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using System.Diagnostics.CodeAnalysis ;
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using System.Numerics ;
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using Content.Shared.Administration.Logs ;
Weapon Reflection Movement Mechanic (#27219)
* Weapon Reflection Movement Mechanic
Adds a movement mechanic to deflection.
Standing still gives you your best chance of deflecting a shot.
Moving lowers this to 2/3rds. Sprinting to 1/3rd.
This allows for robust players to express better and provides
counterplay to someone finding a goober-strong deflection
weapon, giving more design space.
As part of this PR I've also touched the numbers of a few swords,
shields, etc. and modified some descriptions to make them read
better. The balance numbers are not remotely final, but as intent:
1. All the sidearm swords (katana, cutlass, captain's sabre) have the same damage. There's no good reason the "ceremonial" blade the captain has doing more damage than a katana.
2. The Captain's Sabre has a 30% reflect chance, dropping to 20% when moving and 10% when sprinting. This one is controversial due to the recent nerf, I suspect: This could easily be 15->10->5?
3. The Energy Katana has a flat 30% reflect chance.
4. The meme Throngler has a 30% reflect chance, dropping to 20% when moving and 10% when sprinting.
5. The E-Sword has a 30% reflect chance, dropping to 20% when moving and 10% when sprinting.
6. The Double E-Sword has a mighty 75% reflect chance, dropping to 50% and then 25%.
7. Both reflective shields - Mirror and Energy - have a 95% deflect chance, dropping to 63% then 31%.
* Resolve PR comments.
* Weh?
* Reign in double esword a tad
* Shield nerfs no longer real
* Improve Mirror Cult desc
* Simple alert for deflection! No art yet.
* Added a new icon for deflecting
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using Content.Shared.Alert ;
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using Content.Shared.Audio ;
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using Content.Shared.Database ;
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using Content.Shared.Hands ;
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using Content.Shared.Inventory ;
using Content.Shared.Inventory.Events ;
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using Content.Shared.Item.ItemToggle ;
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using Content.Shared.Item.ItemToggle.Components ;
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using Content.Shared.Popups ;
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using Content.Shared.Projectiles ;
using Content.Shared.Weapons.Ranged.Components ;
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using Content.Shared.Weapons.Ranged.Events ;
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using Robust.Shared.Audio ;
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using Robust.Shared.Audio.Systems ;
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using Robust.Shared.Network ;
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using Robust.Shared.Physics.Components ;
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using Robust.Shared.Physics.Systems ;
using Robust.Shared.Random ;
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using Robust.Shared.Timing ;
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namespace Content.Shared.Weapons.Reflect ;
/// <summary>
/// This handles reflecting projectiles and hitscan shots.
/// </summary>
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public sealed class ReflectSystem : EntitySystem
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{
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[Dependency] private readonly IGameTiming _gameTiming = default ! ;
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[Dependency] private readonly INetManager _netManager = default ! ;
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[Dependency] private readonly IRobustRandom _random = default ! ;
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[Dependency] private readonly ISharedAdminLogManager _adminLogger = default ! ;
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[Dependency] private readonly ItemToggleSystem _toggle = default ! ;
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[Dependency] private readonly SharedPopupSystem _popup = default ! ;
[Dependency] private readonly SharedPhysicsSystem _physics = default ! ;
[Dependency] private readonly SharedAudioSystem _audio = default ! ;
[Dependency] private readonly SharedTransformSystem _transform = default ! ;
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[Dependency] private readonly InventorySystem _inventorySystem = default ! ;
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public override void Initialize ( )
{
base . Initialize ( ) ;
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SubscribeLocalEvent < ReflectComponent , ProjectileReflectAttemptEvent > ( OnReflectCollide ) ;
SubscribeLocalEvent < ReflectComponent , HitScanReflectAttemptEvent > ( OnReflectHitscan ) ;
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SubscribeLocalEvent < ReflectComponent , GotEquippedEvent > ( OnReflectEquipped ) ;
SubscribeLocalEvent < ReflectComponent , GotUnequippedEvent > ( OnReflectUnequipped ) ;
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SubscribeLocalEvent < ReflectComponent , GotEquippedHandEvent > ( OnReflectHandEquipped ) ;
SubscribeLocalEvent < ReflectComponent , GotUnequippedHandEvent > ( OnReflectHandUnequipped ) ;
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SubscribeLocalEvent < ReflectComponent , ItemToggledEvent > ( OnToggleReflect ) ;
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SubscribeLocalEvent < ReflectUserComponent , ProjectileReflectAttemptEvent > ( OnReflectUserCollide ) ;
SubscribeLocalEvent < ReflectUserComponent , HitScanReflectAttemptEvent > ( OnReflectUserHitscan ) ;
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}
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private void OnReflectUserHitscan ( EntityUid uid , ReflectUserComponent component , ref HitScanReflectAttemptEvent args )
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{
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if ( args . Reflected )
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return ;
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foreach ( var ent in _inventorySystem . GetHandOrInventoryEntities ( uid , SlotFlags . All & ~ SlotFlags . POCKET ) )
{
if ( ! TryReflectHitscan ( uid , ent , args . Shooter , args . SourceItem , args . Direction , out var dir ) )
continue ;
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args . Direction = dir . Value ;
args . Reflected = true ;
break ;
}
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}
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private void OnReflectUserCollide ( EntityUid uid , ReflectUserComponent component , ref ProjectileReflectAttemptEvent args )
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{
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foreach ( var ent in _inventorySystem . GetHandOrInventoryEntities ( uid , SlotFlags . All & ~ SlotFlags . POCKET ) )
{
if ( ! TryReflectProjectile ( uid , ent , args . ProjUid ) )
continue ;
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args . Cancelled = true ;
break ;
}
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}
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private void OnReflectCollide ( EntityUid uid , ReflectComponent component , ref ProjectileReflectAttemptEvent args )
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{
if ( args . Cancelled )
return ;
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if ( TryReflectProjectile ( uid , uid , args . ProjUid , reflect : component ) )
args . Cancelled = true ;
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}
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private bool TryReflectProjectile ( EntityUid user , EntityUid reflector , EntityUid projectile , ProjectileComponent ? projectileComp = null , ReflectComponent ? reflect = null )
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{
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if ( ! Resolve ( reflector , ref reflect , false ) | |
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! _toggle . IsActivated ( reflector ) | |
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! TryComp < ReflectiveComponent > ( projectile , out var reflective ) | |
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( reflect . Reflects & reflective . Reflective ) = = 0x0 | |
! _random . Prob ( reflect . ReflectProb ) | |
! TryComp < PhysicsComponent > ( projectile , out var physics ) )
{
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return false ;
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}
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var rotation = _random . NextAngle ( - reflect . Spread / 2 , reflect . Spread / 2 ) . Opposite ( ) ;
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var existingVelocity = _physics . GetMapLinearVelocity ( projectile , component : physics ) ;
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var relativeVelocity = existingVelocity - _physics . GetMapLinearVelocity ( user ) ;
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var newVelocity = rotation . RotateVec ( relativeVelocity ) ;
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// Have the velocity in world terms above so need to convert it back to local.
var difference = newVelocity - existingVelocity ;
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_physics . SetLinearVelocity ( projectile , physics . LinearVelocity + difference , body : physics ) ;
var locRot = Transform ( projectile ) . LocalRotation ;
var newRot = rotation . RotateVec ( locRot . ToVec ( ) ) ;
_transform . SetLocalRotation ( projectile , newRot . ToAngle ( ) ) ;
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if ( _netManager . IsServer )
{
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_popup . PopupEntity ( Loc . GetString ( "reflect-shot" ) , user ) ;
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_audio . PlayPvs ( reflect . SoundOnReflect , user , AudioHelpers . WithVariation ( 0.05f , _random ) ) ;
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}
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if ( Resolve ( projectile , ref projectileComp , false ) )
{
_adminLogger . Add ( LogType . BulletHit , LogImpact . Medium , $"{ToPrettyString(user)} reflected {ToPrettyString(projectile)} from {ToPrettyString(projectileComp.Weapon)} shot by {projectileComp.Shooter}" ) ;
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projectileComp . Shooter = user ;
projectileComp . Weapon = user ;
Dirty ( projectile , projectileComp ) ;
}
else
{
_adminLogger . Add ( LogType . BulletHit , LogImpact . Medium , $"{ToPrettyString(user)} reflected {ToPrettyString(projectile)}" ) ;
}
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return true ;
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}
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private void OnReflectHitscan ( EntityUid uid , ReflectComponent component , ref HitScanReflectAttemptEvent args )
{
if ( args . Reflected | |
( component . Reflects & args . Reflective ) = = 0x0 )
{
return ;
}
if ( TryReflectHitscan ( uid , uid , args . Shooter , args . SourceItem , args . Direction , out var dir ) )
{
args . Direction = dir . Value ;
args . Reflected = true ;
}
}
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private bool TryReflectHitscan (
EntityUid user ,
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EntityUid reflector ,
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EntityUid ? shooter ,
EntityUid shotSource ,
Vector2 direction ,
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[NotNullWhen(true)] out Vector2 ? newDirection )
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{
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if ( ! TryComp < ReflectComponent > ( reflector , out var reflect ) | |
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! _toggle . IsActivated ( reflector ) | |
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! _random . Prob ( reflect . ReflectProb ) )
Weapon Reflection Movement Mechanic (#27219)
* Weapon Reflection Movement Mechanic
Adds a movement mechanic to deflection.
Standing still gives you your best chance of deflecting a shot.
Moving lowers this to 2/3rds. Sprinting to 1/3rd.
This allows for robust players to express better and provides
counterplay to someone finding a goober-strong deflection
weapon, giving more design space.
As part of this PR I've also touched the numbers of a few swords,
shields, etc. and modified some descriptions to make them read
better. The balance numbers are not remotely final, but as intent:
1. All the sidearm swords (katana, cutlass, captain's sabre) have the same damage. There's no good reason the "ceremonial" blade the captain has doing more damage than a katana.
2. The Captain's Sabre has a 30% reflect chance, dropping to 20% when moving and 10% when sprinting. This one is controversial due to the recent nerf, I suspect: This could easily be 15->10->5?
3. The Energy Katana has a flat 30% reflect chance.
4. The meme Throngler has a 30% reflect chance, dropping to 20% when moving and 10% when sprinting.
5. The E-Sword has a 30% reflect chance, dropping to 20% when moving and 10% when sprinting.
6. The Double E-Sword has a mighty 75% reflect chance, dropping to 50% and then 25%.
7. Both reflective shields - Mirror and Energy - have a 95% deflect chance, dropping to 63% then 31%.
* Resolve PR comments.
* Weh?
* Reign in double esword a tad
* Shield nerfs no longer real
* Improve Mirror Cult desc
* Simple alert for deflection! No art yet.
* Added a new icon for deflecting
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{
newDirection = null ;
return false ;
}
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if ( _netManager . IsServer )
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{
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_popup . PopupEntity ( Loc . GetString ( "reflect-shot" ) , user ) ;
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_audio . PlayPvs ( reflect . SoundOnReflect , user , AudioHelpers . WithVariation ( 0.05f , _random ) ) ;
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}
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var spread = _random . NextAngle ( - reflect . Spread / 2 , reflect . Spread / 2 ) ;
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newDirection = - spread . RotateVec ( direction ) ;
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if ( shooter ! = null )
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_adminLogger . Add ( LogType . HitScanHit , LogImpact . Medium , $"{ToPrettyString(user)} reflected hitscan from {ToPrettyString(shotSource)} shot by {ToPrettyString(shooter.Value)}" ) ;
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else
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_adminLogger . Add ( LogType . HitScanHit , LogImpact . Medium , $"{ToPrettyString(user)} reflected hitscan from {ToPrettyString(shotSource)}" ) ;
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return true ;
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}
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private void OnReflectEquipped ( EntityUid uid , ReflectComponent component , GotEquippedEvent args )
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{
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if ( _gameTiming . ApplyingState )
return ;
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EnsureComp < ReflectUserComponent > ( args . Equipee ) ;
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}
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private void OnReflectUnequipped ( EntityUid uid , ReflectComponent comp , GotUnequippedEvent args )
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{
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RefreshReflectUser ( args . Equipee ) ;
}
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private void OnReflectHandEquipped ( EntityUid uid , ReflectComponent component , GotEquippedHandEvent args )
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{
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if ( _gameTiming . ApplyingState )
return ;
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EnsureComp < ReflectUserComponent > ( args . User ) ;
}
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private void OnReflectHandUnequipped ( EntityUid uid , ReflectComponent component , GotUnequippedHandEvent args )
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{
RefreshReflectUser ( args . User ) ;
}
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private void OnToggleReflect ( EntityUid uid , ReflectComponent comp , ref ItemToggledEvent args )
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{
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if ( args . User is { } user )
RefreshReflectUser ( user ) ;
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}
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/// <summary>
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/// Refreshes whether someone has reflection potential so we can raise directed events on them.
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/// </summary>
private void RefreshReflectUser ( EntityUid user )
{
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foreach ( var ent in _inventorySystem . GetHandOrInventoryEntities ( user , SlotFlags . All & ~ SlotFlags . POCKET ) )
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{
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if ( ! HasComp < ReflectComponent > ( ent ) | | ! _toggle . IsActivated ( ent ) )
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continue ;
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EnsureComp < ReflectUserComponent > ( user ) ;
return ;
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}
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RemCompDeferred < ReflectUserComponent > ( user ) ;
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}
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}