51 lines
1.5 KiB
C#
51 lines
1.5 KiB
C#
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using Content.Shared.StatusEffectNew;
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using Content.Shared.StatusEffectNew.Components;
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using Robust.Shared.Collections;
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using Robust.Shared.GameStates;
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namespace Content.Client.StatusEffectNew;
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/// <inheritdoc/>
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public sealed partial class ClientStatusEffectsSystem : SharedStatusEffectsSystem
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{
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<StatusEffectContainerComponent, ComponentHandleState>(OnHandleState);
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}
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private void OnHandleState(Entity<StatusEffectContainerComponent> ent, ref ComponentHandleState args)
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{
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if (args.Current is not StatusEffectContainerComponentState state)
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return;
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var toRemove = new ValueList<EntityUid>();
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foreach (var effect in ent.Comp.ActiveStatusEffects)
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{
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if (state.ActiveStatusEffects.Contains(GetNetEntity(effect)))
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continue;
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toRemove.Add(effect);
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}
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foreach (var effect in toRemove)
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{
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ent.Comp.ActiveStatusEffects.Remove(effect);
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var ev = new StatusEffectRemovedEvent(ent);
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RaiseLocalEvent(effect, ref ev);
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}
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foreach (var effect in state.ActiveStatusEffects)
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{
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var effectUid = GetEntity(effect);
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if (ent.Comp.ActiveStatusEffects.Contains(effectUid))
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continue;
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ent.Comp.ActiveStatusEffects.Add(effectUid);
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var ev = new StatusEffectAppliedEvent(ent);
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RaiseLocalEvent(effectUid, ref ev);
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}
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}
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}
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