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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>
104 lines
4.0 KiB
C#
104 lines
4.0 KiB
C#
using Content.Client.Rotation;
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using Content.Shared.Buckle;
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using Content.Shared.Buckle.Components;
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using Content.Shared.Rotation;
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using Robust.Client.GameObjects;
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using Robust.Shared.GameStates;
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namespace Content.Client.Buckle;
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internal sealed class BuckleSystem : SharedBuckleSystem
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{
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[Dependency] private readonly RotationVisualizerSystem _rotationVisualizerSystem = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<BuckleComponent, AppearanceChangeEvent>(OnAppearanceChange);
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SubscribeLocalEvent<StrapComponent, MoveEvent>(OnStrapMoveEvent);
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SubscribeLocalEvent<BuckleComponent, BuckledEvent>(OnBuckledEvent);
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SubscribeLocalEvent<BuckleComponent, UnbuckledEvent>(OnUnbuckledEvent);
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}
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/// <summary>
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/// Is the strap entity already rotated north? Lower the draw depth of the buckled entity.
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/// </summary>
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private void OnBuckledEvent(Entity<BuckleComponent> ent, ref BuckledEvent args)
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{
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if (!TryComp<SpriteComponent>(args.Strap, out var strapSprite) ||
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!TryComp<SpriteComponent>(ent.Owner, out var buckledSprite))
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return;
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if (Transform(args.Strap.Owner).LocalRotation.GetCardinalDir() == Direction.North)
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{
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ent.Comp.OriginalDrawDepth ??= buckledSprite.DrawDepth;
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buckledSprite.DrawDepth = strapSprite.DrawDepth - 1;
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}
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}
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/// <summary>
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/// Was the draw depth of the buckled entity lowered? Reset it upon unbuckling.
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/// </summary>
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private void OnUnbuckledEvent(Entity<BuckleComponent> ent, ref UnbuckledEvent args)
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{
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if (!TryComp<SpriteComponent>(ent.Owner, out var buckledSprite))
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return;
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if (ent.Comp.OriginalDrawDepth.HasValue)
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{
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buckledSprite.DrawDepth = ent.Comp.OriginalDrawDepth.Value;
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ent.Comp.OriginalDrawDepth = null;
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}
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}
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private void OnStrapMoveEvent(EntityUid uid, StrapComponent component, ref MoveEvent args)
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{
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// I'm moving this to the client-side system, but for the sake of posterity let's keep this comment:
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// > This is mega cursed. Please somebody save me from Mr Buckle's wild ride
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// The nice thing is its still true, this is quite cursed, though maybe not omega cursed anymore.
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// This code is garbage, it doesn't work with rotated viewports. I need to finally get around to reworking
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// sprite rendering for entity layers & direction dependent sorting.
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if (args.NewRotation == args.OldRotation)
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return;
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if (!TryComp<SpriteComponent>(uid, out var strapSprite))
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return;
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var isNorth = Transform(uid).LocalRotation.GetCardinalDir() == Direction.North;
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foreach (var buckledEntity in component.BuckledEntities)
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{
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if (!TryComp<BuckleComponent>(buckledEntity, out var buckle))
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continue;
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if (!TryComp<SpriteComponent>(buckledEntity, out var buckledSprite))
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continue;
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if (isNorth)
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{
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buckle.OriginalDrawDepth ??= buckledSprite.DrawDepth;
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buckledSprite.DrawDepth = strapSprite.DrawDepth - 1;
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}
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else if (buckle.OriginalDrawDepth.HasValue)
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{
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buckledSprite.DrawDepth = buckle.OriginalDrawDepth.Value;
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buckle.OriginalDrawDepth = null;
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}
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}
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}
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private void OnAppearanceChange(EntityUid uid, BuckleComponent component, ref AppearanceChangeEvent args)
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{
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if (!TryComp<RotationVisualsComponent>(uid, out var rotVisuals)
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|| !Appearance.TryGetData<bool>(uid, BuckleVisuals.Buckled, out var buckled, args.Component)
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|| !buckled || args.Sprite == null)
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return;
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// Animate strapping yourself to something at a given angle
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// TODO: Dump this when buckle is better
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_rotationVisualizerSystem.AnimateSpriteRotation(uid, args.Sprite, rotVisuals.HorizontalRotation, 0.125f);
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}
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}
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