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* Mass Bug Fixing (#1256)
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# Description
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Mass bug fixing, for bugs related to #1220.
Feel free to link or send bugs.
Fix list:
- #1242
- #1243
- #1244
- https://github.com/space-wizards/space-station-14/pull/28084
- https://github.com/space-wizards/space-station-14/pull/28282
- Actually fixed PirateRadioSpawnRule heisentest (with a bandaid) (I
cancel if it's 0)
- https://github.com/Simple-Station/Einstein-Engines/issues/1263
---
# Changelog
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🆑
- fix: Fixed chair visuals drawing depth wrongly if you sat in a
north-facing chair.
- fix: Fixed buckling doing several buckles each time you did one.
- fix: Fixed the magic mirror.
- fix: Fixed beds re-positioning you every few seconds.
- fix: Fixed E not opening containers that are in another container.
- fix: Fixed disposal systems not flushing or ejecting properly.
---------
Co-authored-by: sleepyyapril <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>
Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
(cherry picked from commit 41501bd335c5e1e2e65b5d2ad040a3ae6851d4e8)
* Automatic Changelog Update (#1256)
(cherry picked from commit 9798f5363135cbe71479d0a14cf3215d01ed28f0)
* fix
* Fix animation looping bugs. (#29457)
Summary of the problem is in the corresponding engine commit: a4ea5a4620
This commit requires engine master right now.
I think #29144 is probably the most severe one, but I touched Jittering and RotatingLight too since they seemed sus too.
Fixes #29144
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
(cherry picked from commit 8d015f5c9ff60107dccdf35fa48e1558728ff269)
* Fix arcade machines (#30376)
(cherry picked from commit e72393df712cb2f5d1b4f6b4e2dc417c5584f07a)
* fix
* fix test
* fix test
* fix test
* fix
---------
Co-authored-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com>
Co-authored-by: SimpleStation Changelogs <simplestation14@users.noreply.github.com>
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
Co-authored-by: themias <89101928+themias@users.noreply.github.com>
155 lines
4.5 KiB
C#
155 lines
4.5 KiB
C#
using System.Diagnostics.CodeAnalysis;
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using Content.Shared.Interaction;
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using Robust.Shared.GameStates;
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using Robust.Shared.Serialization;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
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namespace Content.Shared.Buckle.Components;
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/// <summary>
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/// This component allows an entity to be buckled to an entity with a <see cref="StrapComponent"/>.
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/// </summary>
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState, AutoGenerateComponentPause]
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[Access(typeof(SharedBuckleSystem))]
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public sealed partial class BuckleComponent : Component
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{
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/// <summary>
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/// The range from which this entity can buckle to a <see cref="StrapComponent"/>.
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/// Separated from normal interaction range to fix the "someone buckled to a strap
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/// across a table two tiles away" problem.
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/// </summary>
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[DataField]
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public float Range = SharedInteractionSystem.InteractionRange;
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/// <summary>
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/// True if the entity is buckled, false otherwise.
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/// </summary>
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[MemberNotNullWhen(true, nameof(BuckledTo))]
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public bool Buckled => BuckledTo != null;
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/// <summary>
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/// Whether or not collisions should be possible with the entity we are strapped to
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/// </summary>
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[DataField, AutoNetworkedField]
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public bool DontCollide;
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/// <summary>
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/// Whether or not we should be allowed to pull the entity we are strapped to
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/// </summary>
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[DataField]
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public bool PullStrap;
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/// <summary>
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/// The amount of time that must pass for this entity to
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/// be able to unbuckle after recently buckling.
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/// </summary>
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[DataField]
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public TimeSpan Delay = TimeSpan.FromSeconds(0.25f);
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/// <summary>
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/// The time that this entity buckled at.
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/// </summary>
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[DataField(customTypeSerializer: typeof(TimeOffsetSerializer)), AutoPausedField, AutoNetworkedField]
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public TimeSpan? BuckleTime;
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/// <summary>
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/// The strap that this component is buckled to.
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/// </summary>
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[DataField, AutoNetworkedField]
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public EntityUid? BuckledTo;
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/// <summary>
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/// The amount of space that this entity occupies in a
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/// <see cref="StrapComponent"/>.
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/// </summary>
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[DataField]
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public int Size = 100;
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/// <summary>
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/// Used for client rendering
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/// </summary>
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[ViewVariables] public int? OriginalDrawDepth;
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}
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/// <summary>
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/// Event raised directed at a strap entity before some entity gets buckled to it.
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/// </summary>
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[ByRefEvent]
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public record struct StrapAttemptEvent(
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Entity<StrapComponent> Strap,
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Entity<BuckleComponent> Buckle,
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EntityUid? User,
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bool Popup)
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{
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public bool Cancelled;
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}
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/// <summary>
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/// Event raised directed at a buckle entity before it gets buckled to some strap entity.
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/// </summary>
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[ByRefEvent]
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public record struct BuckleAttemptEvent(
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Entity<StrapComponent> Strap,
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Entity<BuckleComponent> Buckle,
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EntityUid? User,
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bool Popup)
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{
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public bool Cancelled;
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}
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/// <summary>
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/// Event raised directed at a strap entity before some entity gets unbuckled from it.
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/// </summary>
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[ByRefEvent]
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public record struct UnstrapAttemptEvent(
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Entity<StrapComponent> Strap,
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Entity<BuckleComponent> Buckle,
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EntityUid? User,
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bool Popup)
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{
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public bool Cancelled;
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}
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/// <summary>
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/// Event raised directed at a buckle entity before it gets unbuckled.
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/// </summary>
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[ByRefEvent]
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public record struct UnbuckleAttemptEvent(
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Entity<StrapComponent> Strap,
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Entity<BuckleComponent> Buckle,
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EntityUid? User,
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bool Popup)
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{
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public bool Cancelled;
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}
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/// <summary>
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/// Event raised directed at a strap entity after something has been buckled to it.
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/// </summary>
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[ByRefEvent]
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public readonly record struct StrappedEvent(Entity<StrapComponent> Strap, Entity<BuckleComponent> Buckle);
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/// <summary>
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/// Event raised directed at a buckle entity after it has been buckled.
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/// </summary>
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[ByRefEvent]
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public readonly record struct BuckledEvent(Entity<StrapComponent> Strap, Entity<BuckleComponent> Buckle);
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/// <summary>
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/// Event raised directed at a strap entity after something has been unbuckled from it.
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/// </summary>
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[ByRefEvent]
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public readonly record struct UnstrappedEvent(Entity<StrapComponent> Strap, Entity<BuckleComponent> Buckle);
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/// <summary>
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/// Event raised directed at a buckle entity after it has been unbuckled from some strap entity.
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/// </summary>
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[ByRefEvent]
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public readonly record struct UnbuckledEvent(Entity<StrapComponent> Strap, Entity<BuckleComponent> Buckle);
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[Serializable, NetSerializable]
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public enum BuckleVisuals
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{
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Buckled
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}
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