242 lines
9.0 KiB
C#
242 lines
9.0 KiB
C#
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using Content.Shared.Weapons.Ranged.Systems;
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using Content.Shared.ActionBlocker;
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using Content.Shared.CombatMode;
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using Content.Shared.Damage;
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using Content.Shared.Database;
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using Content.Shared.DoAfter;
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using Content.Shared.Mobs.Components;
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using Content.Shared.Mobs.Systems;
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using Content.Shared.Popups;
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using Content.Shared.Verbs;
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using Content.Shared.Weapons.Melee;
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using Content.Shared.Weapons.Melee.Events;
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using Content.Shared.Weapons.Ranged.Components;
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using Robust.Shared.Network;
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using Robust.Shared.Player;
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namespace Content.Shared.Execution;
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/// <summary>
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/// Verb for violently murdering cuffed creatures.
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/// </summary>
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public sealed class ExecutionSystem : EntitySystem
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{
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[Dependency] private readonly SharedDoAfterSystem _doAfterSystem = default!;
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[Dependency] private readonly SharedPopupSystem _popupSystem = default!;
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[Dependency] private readonly MobStateSystem _mobStateSystem = default!;
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[Dependency] private readonly ActionBlockerSystem _actionBlockerSystem = default!;
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[Dependency] private readonly SharedGunSystem _gunSystem = default!;
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[Dependency] private readonly SharedCombatModeSystem _combatSystem = default!;
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[Dependency] private readonly SharedMeleeWeaponSystem _meleeSystem = default!;
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// TODO: Still needs more cleaning up.
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private const string DefaultInternalMeleeExecutionMessage = "execution-popup-melee-initial-internal";
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private const string DefaultExternalMeleeExecutionMessage = "execution-popup-melee-initial-external";
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private const string DefaultCompleteInternalMeleeExecutionMessage = "execution-popup-melee-complete-internal";
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private const string DefaultCompleteExternalMeleeExecutionMessage = "execution-popup-melee-complete-external";
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private const string DefaultInternalGunExecutionMessage = "execution-popup-gun-initial-internal";
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private const string DefaultExternalGunExecutionMessage = "execution-popup-gun-initial-external";
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private const string DefaultCompleteInternalGunExecutionMessage = "execution-popup-gun-complete-internal";
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private const string DefaultCompleteExternalGunExecutionMessage = "execution-popup-gun-complete-external";
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/// <inheritdoc/>
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<ExecutionComponent, GetVerbsEvent<UtilityVerb>>(OnGetInteractionsVerbs);
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SubscribeLocalEvent<ExecutionComponent, ExecutionDoAfterEvent>(OnExecutionDoAfter);
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SubscribeLocalEvent<ExecutionComponent, GetMeleeDamageEvent>(OnGetMeleeDamage);
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}
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private void OnGetInteractionsVerbs(EntityUid uid, ExecutionComponent comp, GetVerbsEvent<UtilityVerb> args)
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{
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if (args.Hands == null || args.Using == null || !args.CanAccess || !args.CanInteract)
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return;
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var attacker = args.User;
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var weapon = args.Using.Value;
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var victim = args.Target;
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if (!CanExecuteWithAny(victim, attacker))
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return;
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UtilityVerb verb = new()
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{
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Act = () => TryStartExecutionDoAfter(weapon, victim, attacker, comp),
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Impact = LogImpact.High,
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Text = Loc.GetString("execution-verb-name"),
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Message = Loc.GetString("execution-verb-message"),
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};
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args.Verbs.Add(verb);
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}
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private void TryStartExecutionDoAfter(EntityUid weapon, EntityUid victim, EntityUid attacker, ExecutionComponent comp)
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{
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if (!CanExecuteWithAny(victim, attacker))
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return;
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// TODO: This should just be on the weapons as a single execution message.
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var defaultExecutionInternal = DefaultInternalMeleeExecutionMessage;
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var defaultExecutionExternal = DefaultExternalMeleeExecutionMessage;
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if (HasComp<GunComponent>(weapon))
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{
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defaultExecutionExternal = DefaultInternalGunExecutionMessage;
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defaultExecutionInternal = DefaultExternalGunExecutionMessage;
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}
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var internalMsg = defaultExecutionInternal;
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var externalMsg = defaultExecutionExternal;
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ShowExecutionInternalPopup(internalMsg, attacker, victim, weapon);
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ShowExecutionExternalPopup(externalMsg, attacker, victim, weapon);
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var doAfter =
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new DoAfterArgs(EntityManager, attacker, comp.DoAfterDuration, new ExecutionDoAfterEvent(), weapon, target: victim, used: weapon)
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{
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BreakOnTargetMove = true,
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BreakOnUserMove = true,
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BreakOnDamage = true,
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NeedHand = true
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};
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_doAfterSystem.TryStartDoAfter(doAfter);
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}
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private bool CanExecuteWithAny(EntityUid victim, EntityUid attacker)
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{
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// Use suicide.
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if (victim == attacker)
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return false;
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// No point executing someone if they can't take damage
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if (!TryComp<DamageableComponent>(victim, out _))
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return false;
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// You can't execute something that cannot die
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if (!TryComp<MobStateComponent>(victim, out var mobState))
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return false;
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// You're not allowed to execute dead people (no fun allowed)
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if (_mobStateSystem.IsDead(victim, mobState))
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return false;
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// You must be able to attack people to execute
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if (!_actionBlockerSystem.CanAttack(attacker, victim))
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return false;
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// The victim must be incapacitated to be executed
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if (victim != attacker && _actionBlockerSystem.CanInteract(victim, null))
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return false;
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// All checks passed
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return true;
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}
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private void OnExecutionDoAfter(EntityUid uid, ExecutionComponent component, ExecutionDoAfterEvent args)
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{
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if (args.Handled || args.Cancelled || args.Used == null || args.Target == null)
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return;
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var attacker = args.User;
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var victim = args.Target.Value;
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var weapon = args.Used.Value;
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if (!CanExecuteWithAny(victim, attacker))
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return;
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// This is needed so the melee system does not stop it.
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var prev = _combatSystem.IsInCombatMode(attacker);
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_combatSystem.SetInCombatMode(attacker, true);
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component.Executing = true;
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string? internalMsg = null;
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string? externalMsg = null;
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if (TryComp(uid, out MeleeWeaponComponent? melee))
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{
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_meleeSystem.AttemptLightAttack(attacker, weapon, melee, victim);
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internalMsg = DefaultCompleteInternalMeleeExecutionMessage;
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externalMsg = DefaultCompleteExternalMeleeExecutionMessage;
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}
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else if (TryComp(uid, out GunComponent? gun))
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{
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var clumsyShot = false;
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// TODO: This should just be an event or something instead to get this.
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// TODO: Handle clumsy.
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if (!_gunSystem.AttemptDirectShoot(args.User, uid, args.Target.Value, gun))
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{
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internalMsg = null;
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externalMsg = null;
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}
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else
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{
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internalMsg = DefaultCompleteInternalGunExecutionMessage;
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externalMsg = DefaultCompleteExternalGunExecutionMessage;
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}
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args.Handled = true;
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}
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_combatSystem.SetInCombatMode(attacker, prev);
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component.Executing = false;
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args.Handled = true;
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if (internalMsg != null && externalMsg != null)
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{
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ShowExecutionInternalPopup(internalMsg, attacker, victim, uid);
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ShowExecutionExternalPopup(externalMsg, attacker, victim, uid);
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}
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}
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private void OnGetMeleeDamage(EntityUid uid, ExecutionComponent comp, ref GetMeleeDamageEvent args)
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{
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if (!TryComp<MeleeWeaponComponent>(uid, out var melee) ||
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!TryComp<ExecutionComponent>(uid, out var execComp) ||
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!execComp.Executing)
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{
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return;
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}
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var bonus = melee.Damage * execComp.DamageModifier - melee.Damage;
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args.Damage += bonus;
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}
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private void ShowExecutionInternalPopup(string locString,
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EntityUid attacker, EntityUid victim, EntityUid weapon, bool predict = true)
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{
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if (predict)
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{
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_popupSystem.PopupClient(
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Loc.GetString(locString, ("attacker", attacker), ("victim", victim), ("weapon", weapon)),
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attacker,
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attacker,
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PopupType.Medium
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);
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}
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else
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{
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_popupSystem.PopupEntity(
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Loc.GetString(locString, ("attacker", attacker), ("victim", victim), ("weapon", weapon)),
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attacker,
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Filter.Entities(attacker),
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true,
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PopupType.Medium
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);
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}
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}
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private void ShowExecutionExternalPopup(string locString, EntityUid attacker, EntityUid victim, EntityUid weapon)
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{
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_popupSystem.PopupEntity(
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Loc.GetString(locString, ("attacker", attacker), ("victim", victim), ("weapon", weapon)),
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attacker,
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Filter.PvsExcept(attacker),
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true,
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PopupType.MediumCaution
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);
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}
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}
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