Predict dumping (#32394)
* Predict dumping - This got soaped really fucking hard. - Dumping is predicted, this required disposals to be predicte.d - Disposals required mailing (because it's tightly coupled), and a smidge of other content systems. - I also had to fix a compnetworkgenerator issue at the same time so it wouldn't mispredict. * Fix a bunch of stuff * nasty merge * Some reviews * Some more reviews while I stash * Fix merge * Fix merge * Half of review * Review * re(h)f * lizards * feexes * feex
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using Content.Client.Disposal.Mailing;
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using Content.Client.Power.EntitySystems;
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using Content.Shared.Disposal.Components;
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using JetBrains.Annotations;
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using Robust.Client.UserInterface;
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namespace Content.Client.Disposal.Unit
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{
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/// <summary>
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/// Initializes a <see cref="MailingUnitWindow"/> or a <see cref="_disposalUnitWindow"/> and updates it when new server messages are received.
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/// </summary>
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[UsedImplicitly]
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public sealed class DisposalUnitBoundUserInterface : BoundUserInterface
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{
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[ViewVariables] private DisposalUnitWindow? _disposalUnitWindow;
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public DisposalUnitBoundUserInterface(EntityUid owner, Enum uiKey) : base(owner, uiKey)
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{
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}
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private void ButtonPressed(DisposalUnitComponent.UiButton button)
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{
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SendPredictedMessage(new DisposalUnitComponent.UiButtonPressedMessage(button));
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// If we get client-side power stuff then we can predict the button presses but for now we won't as it stuffs
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// the pressure lerp up.
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}
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protected override void Open()
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{
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base.Open();
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_disposalUnitWindow = this.CreateWindow<DisposalUnitWindow>();
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_disposalUnitWindow.OpenCenteredRight();
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_disposalUnitWindow.Eject.OnPressed += _ => ButtonPressed(DisposalUnitComponent.UiButton.Eject);
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_disposalUnitWindow.Engage.OnPressed += _ => ButtonPressed(DisposalUnitComponent.UiButton.Engage);
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_disposalUnitWindow.Power.OnPressed += _ => ButtonPressed(DisposalUnitComponent.UiButton.Power);
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if (EntMan.TryGetComponent(Owner, out DisposalUnitComponent? component))
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{
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Refresh((Owner, component));
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}
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}
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public void Refresh(Entity<DisposalUnitComponent> entity)
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{
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if (_disposalUnitWindow == null)
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return;
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var disposalSystem = EntMan.System<DisposalUnitSystem>();
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_disposalUnitWindow.Title = EntMan.GetComponent<MetaDataComponent>(entity.Owner).EntityName;
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var state = disposalSystem.GetState(entity.Owner, entity.Comp);
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_disposalUnitWindow.UnitState.Text = Loc.GetString($"disposal-unit-state-{state}");
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_disposalUnitWindow.Power.Pressed = EntMan.System<PowerReceiverSystem>().IsPowered(Owner);
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_disposalUnitWindow.Engage.Pressed = entity.Comp.Engaged;
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_disposalUnitWindow.FullPressure = disposalSystem.EstimatedFullPressure(entity.Owner, entity.Comp);
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}
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}
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}
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156
Content.Client/Disposal/Unit/DisposalUnitSystem.cs
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156
Content.Client/Disposal/Unit/DisposalUnitSystem.cs
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using Content.Shared.Disposal.Components;
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using Content.Shared.Disposal.Unit;
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using Robust.Client.Animations;
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using Robust.Client.GameObjects;
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using Robust.Client.Graphics;
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using Robust.Shared.Audio.Systems;
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namespace Content.Client.Disposal.Unit;
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public sealed class DisposalUnitSystem : SharedDisposalUnitSystem
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{
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[Dependency] private readonly AppearanceSystem _appearanceSystem = default!;
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[Dependency] private readonly AnimationPlayerSystem _animationSystem = default!;
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[Dependency] private readonly SharedAudioSystem _audioSystem = default!;
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[Dependency] private readonly SharedUserInterfaceSystem _uiSystem = default!;
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private const string AnimationKey = "disposal_unit_animation";
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private const string DefaultFlushState = "disposal-flush";
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private const string DefaultChargeState = "disposal-charging";
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<DisposalUnitComponent, AfterAutoHandleStateEvent>(OnHandleState);
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SubscribeLocalEvent<DisposalUnitComponent, AppearanceChangeEvent>(OnAppearanceChange);
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}
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private void OnHandleState(EntityUid uid, DisposalUnitComponent component, ref AfterAutoHandleStateEvent args)
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{
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UpdateUI((uid, component));
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}
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protected override void UpdateUI(Entity<DisposalUnitComponent> entity)
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{
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if (_uiSystem.TryGetOpenUi<DisposalUnitBoundUserInterface>(entity.Owner, DisposalUnitComponent.DisposalUnitUiKey.Key, out var bui))
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{
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bui.Refresh(entity);
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}
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}
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protected override void OnDisposalInit(Entity<DisposalUnitComponent> ent, ref ComponentInit args)
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{
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base.OnDisposalInit(ent, ref args);
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if (!TryComp<SpriteComponent>(ent, out var sprite) || !TryComp<AppearanceComponent>(ent, out var appearance))
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return;
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UpdateState(ent, sprite, appearance);
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}
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private void OnAppearanceChange(Entity<DisposalUnitComponent> ent, ref AppearanceChangeEvent args)
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{
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if (args.Sprite == null)
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return;
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UpdateState(ent, args.Sprite, args.Component);
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}
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/// <summary>
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/// Update visuals and tick animation
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/// </summary>
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private void UpdateState(Entity<DisposalUnitComponent> ent, SpriteComponent sprite, AppearanceComponent appearance)
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{
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if (!_appearanceSystem.TryGetData<DisposalUnitComponent.VisualState>(ent, DisposalUnitComponent.Visuals.VisualState, out var state, appearance))
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return;
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sprite.LayerSetVisible(DisposalUnitVisualLayers.Unanchored, state == DisposalUnitComponent.VisualState.UnAnchored);
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sprite.LayerSetVisible(DisposalUnitVisualLayers.Base, state == DisposalUnitComponent.VisualState.Anchored);
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sprite.LayerSetVisible(DisposalUnitVisualLayers.OverlayFlush, state is DisposalUnitComponent.VisualState.OverlayFlushing or DisposalUnitComponent.VisualState.OverlayCharging);
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var chargingState = sprite.LayerMapTryGet(DisposalUnitVisualLayers.BaseCharging, out var chargingLayer)
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? sprite.LayerGetState(chargingLayer)
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: new RSI.StateId(DefaultChargeState);
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// This is a transient state so not too worried about replaying in range.
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if (state == DisposalUnitComponent.VisualState.OverlayFlushing)
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{
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if (!_animationSystem.HasRunningAnimation(ent, AnimationKey))
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{
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var flushState = sprite.LayerMapTryGet(DisposalUnitVisualLayers.OverlayFlush, out var flushLayer)
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? sprite.LayerGetState(flushLayer)
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: new RSI.StateId(DefaultFlushState);
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// Setup the flush animation to play
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var anim = new Animation
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{
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Length = ent.Comp.FlushDelay,
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AnimationTracks =
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{
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new AnimationTrackSpriteFlick
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{
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LayerKey = DisposalUnitVisualLayers.OverlayFlush,
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KeyFrames =
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{
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// Play the flush animation
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new AnimationTrackSpriteFlick.KeyFrame(flushState, 0),
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// Return to base state (though, depending on how the unit is
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// configured we might get an appearance change event telling
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// us to go to charging state)
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new AnimationTrackSpriteFlick.KeyFrame(chargingState, (float) ent.Comp.FlushDelay.TotalSeconds)
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}
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},
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}
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};
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if (ent.Comp.FlushSound != null)
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{
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anim.AnimationTracks.Add(
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new AnimationTrackPlaySound
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{
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KeyFrames =
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{
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new AnimationTrackPlaySound.KeyFrame(_audioSystem.ResolveSound(ent.Comp.FlushSound), 0)
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}
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});
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}
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_animationSystem.Play(ent, anim, AnimationKey);
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}
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}
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else if (state == DisposalUnitComponent.VisualState.OverlayCharging)
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sprite.LayerSetState(DisposalUnitVisualLayers.OverlayFlush, chargingState);
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else
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_animationSystem.Stop(ent.Owner, AnimationKey);
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if (!_appearanceSystem.TryGetData<DisposalUnitComponent.HandleState>(ent, DisposalUnitComponent.Visuals.Handle, out var handleState, appearance))
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handleState = DisposalUnitComponent.HandleState.Normal;
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sprite.LayerSetVisible(DisposalUnitVisualLayers.OverlayEngaged, handleState != DisposalUnitComponent.HandleState.Normal);
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if (!_appearanceSystem.TryGetData<DisposalUnitComponent.LightStates>(ent, DisposalUnitComponent.Visuals.Light, out var lightState, appearance))
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lightState = DisposalUnitComponent.LightStates.Off;
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sprite.LayerSetVisible(DisposalUnitVisualLayers.OverlayCharging,
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(lightState & DisposalUnitComponent.LightStates.Charging) != 0);
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sprite.LayerSetVisible(DisposalUnitVisualLayers.OverlayReady,
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(lightState & DisposalUnitComponent.LightStates.Ready) != 0);
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sprite.LayerSetVisible(DisposalUnitVisualLayers.OverlayFull,
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(lightState & DisposalUnitComponent.LightStates.Full) != 0);
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}
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}
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public enum DisposalUnitVisualLayers : byte
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{
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Unanchored,
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Base,
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BaseCharging,
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OverlayFlush,
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OverlayCharging,
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OverlayReady,
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OverlayFull,
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OverlayEngaged
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}
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43
Content.Client/Disposal/Unit/DisposalUnitWindow.xaml
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43
Content.Client/Disposal/Unit/DisposalUnitWindow.xaml
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<controls:FancyWindow xmlns="https://spacestation14.io"
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xmlns:controls="clr-namespace:Content.Client.UserInterface.Controls"
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xmlns:disposal="clr-namespace:Content.Client.Disposal"
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MinSize="300 140"
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SetSize="300 160"
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Resizable="False">
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<BoxContainer Orientation="Vertical" Margin="10">
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<BoxContainer Orientation="Horizontal"
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SeparationOverride="4">
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<Label Text="{Loc 'ui-disposal-unit-label-state'}" />
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<Label Name="UnitState" Access="Public"
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Text="{Loc 'ui-disposal-unit-label-status'}" />
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</BoxContainer>
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<Control MinSize="0 5" />
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<BoxContainer Orientation="Horizontal"
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SeparationOverride="4">
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<Label Text="{Loc 'ui-disposal-unit-label-pressure'}" />
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<disposal:PressureBar Name="PressureBar"
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MinSize="190 20"
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HorizontalAlignment="Right"
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MinValue="0"
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MaxValue="1"
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Page="0"
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Value="0.5" />
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</BoxContainer>
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<Control MinSize="0 10" />
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<BoxContainer Orientation="Horizontal" HorizontalExpand="True">
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<Button Name="Engage"
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Access="Public"
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Text="{Loc 'ui-disposal-unit-button-flush'}"
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StyleClasses="OpenRight"
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ToggleMode="True" />
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<Button Name="Eject"
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Access="Public"
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Text="{Loc 'ui-disposal-unit-button-eject'}"
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StyleClasses="OpenBoth" />
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<CheckButton Name="Power"
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Access="Public"
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Text="{Loc 'ui-disposal-unit-button-power'}"
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StyleClasses="OpenLeft" />
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</BoxContainer>
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</BoxContainer>
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</controls:FancyWindow>
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28
Content.Client/Disposal/Unit/DisposalUnitWindow.xaml.cs
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28
Content.Client/Disposal/Unit/DisposalUnitWindow.xaml.cs
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using Content.Client.UserInterface.Controls;
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using Robust.Client.AutoGenerated;
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using Robust.Client.UserInterface.XAML;
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using Robust.Shared.Timing;
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namespace Content.Client.Disposal.Unit
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{
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/// <summary>
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/// Client-side UI used to control a <see cref="Shared.Disposal.Components.DisposalUnitComponent"/>
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/// </summary>
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[GenerateTypedNameReferences]
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public sealed partial class DisposalUnitWindow : FancyWindow
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{
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public TimeSpan FullPressure;
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public DisposalUnitWindow()
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{
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IoCManager.InjectDependencies(this);
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RobustXamlLoader.Load(this);
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}
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protected override void FrameUpdate(FrameEventArgs args)
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{
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base.FrameUpdate(args);
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PressureBar.UpdatePressure(FullPressure);
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}
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}
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}
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