Remove combat mode component reference (#15206)
This commit is contained in:
@@ -1,15 +0,0 @@
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using Content.Shared.CombatMode;
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namespace Content.Server.CombatMode
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{
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/// <summary>
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/// Stores whether an entity is in "combat mode"
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/// This is used to differentiate between regular item interactions or
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/// using *everything* as a weapon.
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/// </summary>
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[RegisterComponent]
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[ComponentReference(typeof(SharedCombatModeComponent))]
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public sealed class CombatModeComponent : SharedCombatModeComponent
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{
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}
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}
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@@ -11,10 +11,10 @@ namespace Content.Server.CombatMode
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{
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base.Initialize();
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SubscribeLocalEvent<SharedCombatModeComponent, ComponentGetState>(OnGetState);
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SubscribeLocalEvent<CombatModeComponent, ComponentGetState>(OnGetState);
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}
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private void OnGetState(EntityUid uid, SharedCombatModeComponent component, ref ComponentGetState args)
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private void OnGetState(EntityUid uid, CombatModeComponent component, ref ComponentGetState args)
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{
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args.State = new CombatModeComponentState(component.IsInCombatMode, component.ActiveZone);
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}
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@@ -1,6 +1,6 @@
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using Content.Server.CombatMode;
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using Content.Server.NPC.Components;
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using Content.Server.NPC.Events;
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using Content.Shared.CombatMode;
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using Content.Shared.NPC;
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using Content.Shared.Weapons.Melee;
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using Robust.Shared.Map;
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@@ -69,7 +69,7 @@ public sealed partial class NPCCombatSystem
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{
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if (TryComp<CombatModeComponent>(uid, out var combatMode))
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{
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combatMode.IsInCombatMode = false;
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_combat.SetInCombatMode(uid, false, combatMode);
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}
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_steering.Unregister(component.Owner);
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@@ -79,7 +79,7 @@ public sealed partial class NPCCombatSystem
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{
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if (TryComp<CombatModeComponent>(uid, out var combatMode))
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{
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combatMode.IsInCombatMode = true;
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_combat.SetInCombatMode(uid, true, combatMode);
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}
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// TODO: Cleanup later, just looking for parity for now.
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@@ -8,6 +8,7 @@ namespace Content.Server.NPC.Systems;
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public sealed partial class NPCCombatSystem
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{
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[Dependency] private readonly SharedCombatModeSystem _combat = default!;
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[Dependency] private readonly RotateToFaceSystem _rotate = default!;
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// TODO: Don't predict for hitscan
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@@ -26,9 +27,9 @@ public sealed partial class NPCCombatSystem
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private void OnRangedStartup(EntityUid uid, NPCRangedCombatComponent component, ComponentStartup args)
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{
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if (TryComp<SharedCombatModeComponent>(uid, out var combat))
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if (TryComp<CombatModeComponent>(uid, out var combat))
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{
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combat.IsInCombatMode = true;
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_combat.SetInCombatMode(uid, true, combat);
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}
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else
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{
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@@ -38,9 +39,9 @@ public sealed partial class NPCCombatSystem
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private void OnRangedShutdown(EntityUid uid, NPCRangedCombatComponent component, ComponentShutdown args)
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{
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if (TryComp<SharedCombatModeComponent>(uid, out var combat))
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if (TryComp<CombatModeComponent>(uid, out var combat))
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{
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combat.IsInCombatMode = false;
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_combat.SetInCombatMode(uid, false, combat);
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}
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}
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@@ -48,7 +49,7 @@ public sealed partial class NPCCombatSystem
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{
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var bodyQuery = GetEntityQuery<PhysicsComponent>();
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var xformQuery = GetEntityQuery<TransformComponent>();
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var combatQuery = GetEntityQuery<SharedCombatModeComponent>();
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var combatQuery = GetEntityQuery<CombatModeComponent>();
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var query = EntityQueryEnumerator<NPCRangedCombatComponent, TransformComponent>();
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while (query.MoveNext(out var uid, out var comp, out var xform))
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@@ -73,7 +74,7 @@ public sealed partial class NPCCombatSystem
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if (combatQuery.TryGetComponent(uid, out var combatMode))
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{
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combatMode.IsInCombatMode = true;
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_combat.SetInCombatMode(uid, true, combatMode);
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}
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if (!_gun.TryGetGun(uid, out var gunUid, out var gun))
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@@ -1,7 +1,7 @@
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using Content.Server.CombatMode;
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using Content.Server.Destructible;
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using Content.Server.NPC.Components;
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using Content.Server.NPC.Pathfinding;
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using Content.Shared.CombatMode;
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using Content.Shared.Doors.Components;
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using Content.Shared.NPC;
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using Robust.Shared.Physics;
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@@ -115,7 +115,7 @@ public sealed partial class NPCSteeringSystem
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{
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if (_melee.TryGetWeapon(uid, out var meleeUid, out var meleeWeapon) && meleeWeapon.NextAttack <= _timing.CurTime && TryComp<CombatModeComponent>(uid, out var combatMode))
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{
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combatMode.IsInCombatMode = true;
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_combat.SetInCombatMode(uid, true, combatMode);
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var destructibleQuery = GetEntityQuery<DestructibleComponent>();
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// TODO: This is a hack around grilles and windows.
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@@ -131,7 +131,7 @@ public sealed partial class NPCSteeringSystem
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}
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}
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combatMode.IsInCombatMode = false;
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_combat.SetInCombatMode(uid, false, combatMode);
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if (obstacleEnts.Count == 0)
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return SteeringObstacleStatus.Completed;
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@@ -7,6 +7,7 @@ using Content.Server.NPC.Components;
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using Content.Server.NPC.Events;
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using Content.Server.NPC.Pathfinding;
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using Content.Shared.CCVar;
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using Content.Shared.CombatMode;
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using Content.Shared.Interaction;
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using Content.Shared.Movement.Components;
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using Content.Shared.Movement.Systems;
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@@ -55,6 +56,7 @@ namespace Content.Server.NPC.Systems
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[Dependency] private readonly SharedMoverController _mover = default!;
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[Dependency] private readonly SharedPhysicsSystem _physics = default!;
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[Dependency] private readonly SharedTransformSystem _transform = default!;
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[Dependency] private readonly SharedCombatModeSystem _combat = default!;
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/// <summary>
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/// Enabled antistuck detection so if an NPC is in the same spot for a while it will re-path.
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@@ -110,7 +110,7 @@ namespace Content.Server.Strip
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{
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base.StartOpeningStripper(user, component, openInCombat);
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if (TryComp<SharedCombatModeComponent>(user, out var mode) && mode.IsInCombatMode && !openInCombat)
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if (TryComp<CombatModeComponent>(user, out var mode) && mode.IsInCombatMode && !openInCombat)
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return;
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if (TryComp<ActorComponent>(user, out var actor))
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@@ -4,7 +4,6 @@ using Content.Server.Body.Components;
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using Content.Server.Body.Systems;
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using Content.Server.Chemistry.Components;
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using Content.Server.Chemistry.EntitySystems;
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using Content.Server.CombatMode;
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using Content.Server.CombatMode.Disarm;
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using Content.Server.Contests;
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using Content.Server.Examine;
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@@ -202,7 +201,7 @@ public sealed class MeleeWeaponSystem : SharedMeleeWeaponSystem
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RaiseNetworkEvent(new DamageEffectEvent(Color.Red, targets), filter);
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}
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private float CalculateDisarmChance(EntityUid disarmer, EntityUid disarmed, EntityUid? inTargetHand, SharedCombatModeComponent disarmerComp)
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private float CalculateDisarmChance(EntityUid disarmer, EntityUid disarmed, EntityUid? inTargetHand, CombatModeComponent disarmerComp)
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{
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if (HasComp<DisarmProneComponent>(disarmer))
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return 1.0f;
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@@ -5,7 +5,6 @@ using Content.Server.Body.Systems;
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using Content.Server.Chat;
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using Content.Server.Chat.Managers;
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using Content.Server.Chat.Systems;
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using Content.Server.CombatMode;
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using Content.Server.Disease.Components;
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using Content.Server.Ghost.Roles.Components;
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using Content.Server.Humanoid;
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@@ -18,6 +17,7 @@ using Content.Server.Popups;
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using Content.Server.Speech.Components;
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using Content.Server.Temperature.Components;
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using Content.Server.Traitor;
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using Content.Shared.CombatMode;
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using Content.Shared.Damage;
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using Content.Shared.Hands.Components;
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using Content.Shared.Hands.EntitySystems;
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@@ -53,6 +53,7 @@ namespace Content.Server.Zombies
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[Dependency] private readonly MovementSpeedModifierSystem _movementSpeedModifier = default!;
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[Dependency] private readonly AutoEmoteSystem _autoEmote = default!;
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[Dependency] private readonly EmoteOnDamageSystem _emoteOnDamage = default!;
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[Dependency] private readonly SharedCombatModeSystem _combat = default!;
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[Dependency] private readonly IChatManager _chatMan = default!;
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[Dependency] private readonly IPrototypeManager _proto = default!;
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@@ -116,7 +117,7 @@ namespace Content.Server.Zombies
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//in an attempt to make an entity not attack. This is the easiest way to do it.
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RemComp<CombatModeComponent>(target);
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var combat = AddComp<CombatModeComponent>(target);
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combat.IsInCombatMode = true;
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_combat.SetInCombatMode(target, true, combat);
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//This is the actual damage of the zombie. We assign the visual appearance
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//and range here because of stuff we'll find out later
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