Edgefication (#590)
* bloat * bloat 2 * bloat 3 * final bloat * Update icon.ico * Create integration_test_run.bat * Arggh * Disable some tests * revert roomfill clearexisting changes
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@@ -206,7 +206,7 @@ namespace Content.Shared.CCVar
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/// Prototype to use for map pool.
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/// </summary>
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public static readonly CVarDef<string>
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GameMapPool = CVarDef.Create("game.map_pool", "DefaultMapPool", CVar.SERVERONLY); //CrystallPunk mapPool
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GameMapPool = CVarDef.Create("game.map_pool", "DefaultMapPool", CVar.SERVERONLY); //CrystallEdge mapPool
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/// <summary>
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/// The depth of the queue used to calculate which map is next in rotation.
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@@ -1565,7 +1565,7 @@ namespace Content.Shared.CCVar
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CVarDef.Create("votekick.ban_duration", 180, CVar.SERVERONLY);
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/// <summary>
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/// Whether the ghost requirement settings for votekicks should be ignored for the lobby.
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/// Whether the ghost requirement settings for votekicks should be ignored for the lobby.
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/// </summary>
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public static readonly CVarDef<bool> VotekickIgnoreGhostReqInLobby =
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CVarDef.Create("votekick.ignore_ghost_req_in_lobby", true, CVar.SERVERONLY);
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@@ -78,7 +78,7 @@ public sealed partial class ClothingComponent : Component
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public TimeSpan StripDelay = TimeSpan.Zero;
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[DataField]
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public bool BreakOnMove = true; //CrystallPunk weapon unequipping on move
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public bool BreakOnMove = true; //CrystallEdge weapon unequipping on move
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}
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[Serializable, NetSerializable]
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@@ -10,7 +10,7 @@ namespace Content.Shared.Decals
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[IdDataField] public string ID { get; } = null!;
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[DataField("sprite")] public SpriteSpecifier Sprite { get; private set; } = SpriteSpecifier.Invalid;
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[DataField("tags")] public List<string> Tags = new();
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[DataField("showMenu")] public bool ShowMenu = false; //CrystallPunk decal filter
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[DataField("showMenu")] public bool ShowMenu = false; //CrystallEdge decal filter
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/// <summary>
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/// If the decal is rotated compared to our eye should we snap it to south.
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@@ -47,20 +47,20 @@ namespace Content.Shared.Humanoid
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switch (gender)
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{
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case Gender.Male:
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return Loc.GetString(_random.Pick(_prototypeManager.Index<LocalizedDatasetPrototype>(speciesProto.MaleFirstNames).Values)); //CrystallPunk name localization
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return Loc.GetString(_random.Pick(_prototypeManager.Index<LocalizedDatasetPrototype>(speciesProto.MaleFirstNames).Values)); //CrystallEdge name localization
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case Gender.Female:
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return Loc.GetString(_random.Pick(_prototypeManager.Index<LocalizedDatasetPrototype>(speciesProto.FemaleFirstNames).Values)); //CrystallPunk name localization
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return Loc.GetString(_random.Pick(_prototypeManager.Index<LocalizedDatasetPrototype>(speciesProto.FemaleFirstNames).Values)); //CrystallEdge name localization
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default:
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if (_random.Prob(0.5f))
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return Loc.GetString(_random.Pick(_prototypeManager.Index<LocalizedDatasetPrototype>(speciesProto.MaleFirstNames).Values)); //CrystallPunk name localization
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return Loc.GetString(_random.Pick(_prototypeManager.Index<LocalizedDatasetPrototype>(speciesProto.MaleFirstNames).Values)); //CrystallEdge name localization
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else
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return Loc.GetString(_random.Pick(_prototypeManager.Index<LocalizedDatasetPrototype>(speciesProto.FemaleFirstNames).Values)); //CrystallPunk name localization
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return Loc.GetString(_random.Pick(_prototypeManager.Index<LocalizedDatasetPrototype>(speciesProto.FemaleFirstNames).Values)); //CrystallEdge name localization
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}
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}
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public string GetLastName(SpeciesPrototype speciesProto)
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{
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return Loc.GetString(_random.Pick(_prototypeManager.Index<LocalizedDatasetPrototype>(speciesProto.LastNames).Values)); //CrystallPunk name localization
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return Loc.GetString(_random.Pick(_prototypeManager.Index<LocalizedDatasetPrototype>(speciesProto.LastNames).Values)); //CrystallEdge name localization
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}
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}
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}
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@@ -168,7 +168,7 @@ public abstract partial class InventorySystem
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target,
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itemUid)
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{
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BreakOnMove = clothing.BreakOnMove, //CrystallPunk weapon unequipping on move
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BreakOnMove = clothing.BreakOnMove, //CrystallEdge weapon unequipping on move
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NeedHand = true,
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};
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@@ -434,7 +434,7 @@ public abstract partial class InventorySystem
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target,
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removedItem.Value)
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{
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BreakOnMove = clothing.BreakOnMove, //CrystallPunk weapon unequipping on move
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BreakOnMove = clothing.BreakOnMove, //CrystallEdge weapon unequipping on move
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NeedHand = true,
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};
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@@ -10,7 +10,7 @@ namespace Content.Shared.Localizations
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[Dependency] private readonly ILocalizationManager _loc = default!;
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// If you want to change your codebase's language, do it here.
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public const string Culture = "ru-RU"; // CrystallPunk-Localization. "ru-RU" or "en-US"
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public const string Culture = "ru-RU"; // CrystallEdge-Localization. "ru-RU" or "en-US"
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/// <summary>
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/// Custom format strings used for parsing and displaying minutes:seconds timespans.
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@@ -47,7 +47,7 @@ public sealed class LockSystem : EntitySystem
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SubscribeLocalEvent<LockComponent, GotEmaggedEvent>(OnEmagged);
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SubscribeLocalEvent<LockComponent, LockDoAfter>(OnDoAfterLock);
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SubscribeLocalEvent<LockComponent, UnlockDoAfter>(OnDoAfterUnlock);
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SubscribeLocalEvent<LockComponent, BeforeDoorOpenedEvent>(OnBeforeDoorOpened); //CrystallPunk Lock System Adapt
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SubscribeLocalEvent<LockComponent, BeforeDoorOpenedEvent>(OnBeforeDoorOpened); //CrystallEdge Lock System Adapt
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SubscribeLocalEvent<LockComponent, StorageInteractAttemptEvent>(OnStorageInteractAttempt);
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SubscribeLocalEvent<LockedWiresPanelComponent, LockToggleAttemptEvent>(OnLockToggleAttempt);
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@@ -68,7 +68,7 @@ public sealed class LockSystem : EntitySystem
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if (args.Handled || !args.Complex)
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return;
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//CrystallPunk LockSystem Adapt - we cant unlock\lock objects via direct hand interaction
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//CrystallEdge LockSystem Adapt - we cant unlock\lock objects via direct hand interaction
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// Only attempt an unlock by default on Activate
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//if (lockComp.Locked && lockComp.UnlockOnClick)
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@@ -82,7 +82,7 @@ public sealed class LockSystem : EntitySystem
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// args.Handled = true;
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//}
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//CrystallPunk LockSystem Adapt End
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//CrystallEdge LockSystem Adapt End
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}
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private void OnBeforeDoorOpened(EntityUid uid, LockComponent component, BeforeDoorOpenedEvent args)
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{
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@@ -275,7 +275,7 @@ public sealed class LockSystem : EntitySystem
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private void AddToggleLockVerb(EntityUid uid, LockComponent component, GetVerbsEvent<AlternativeVerb> args)
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{
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//CrystallPunk Lock System Adapt
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//CrystallEdge Lock System Adapt
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//if (!args.CanAccess || !args.CanInteract)
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// return;
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@@ -292,7 +292,7 @@ public sealed class LockSystem : EntitySystem
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//};
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//args.Verbs.Add(verb);
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//CrystallPunk Lock System Adapt End
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//CrystallEdge Lock System Adapt End
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}
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private void OnEmagged(EntityUid uid, LockComponent component, ref GotEmaggedEvent args)
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@@ -72,7 +72,7 @@ public sealed partial class MeleeWeaponComponent : Component
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
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public bool ResistanceBypass = false;
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/// <summary>
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/// Base damage for this weapon. Can be modified via heavy damage or other means.
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/// </summary>
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@@ -120,19 +120,19 @@ public sealed partial class MeleeWeaponComponent : Component
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public bool SwingLeft;
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/// <summary>
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/// CrystallPunk Melee upgrade. Allows each attack to take turns being either left or right
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/// CrystallEdge Melee upgrade. Allows each attack to take turns being either left or right
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/// </summary>
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[DataField]
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public bool CPSwingBeverage = true;
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/// <summary>
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/// CrystallPunk Melee upgrade. Modifier of wide attack animation speed
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/// CrystallEdge Melee upgrade. Modifier of wide attack animation speed
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/// </summary>
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[DataField]
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public float CPAnimationLength = 0.5f;
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/// <summary>
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/// CrystallPunk Melee upgrade. how far away from the player the animation should be played.
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/// CrystallEdge Melee upgrade. how far away from the player the animation should be played.
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/// </summary>
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[DataField]
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public float CPAnimationOffset = -1f;
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@@ -398,10 +398,10 @@ public abstract class SharedMeleeWeaponSystem : EntitySystem
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var ev = new AttemptMeleeEvent();
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RaiseLocalEvent(weaponUid, ref ev);
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//CrystallPunk melee improvment
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//CrystallEdge melee improvment
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if (weapon.CPSwingBeverage)
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weapon.SwingLeft = !weapon.SwingLeft;
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//CrystallPunk melee improvment end
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//CrystallEdge melee improvment end
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if (ev.Cancelled)
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{
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