mirror of
https://github.com/WWhiteDreamProject/wwdpublic.git
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# Description
Last changes to CyberEyes broke nightvision, so this reverts those
changes.
# Changelog
🆑
- fix: Fixed night vision not working correctly.
(cherry picked from commit 3d24fed5daddef4d8cca8a17aa2572f54127668b)
111 lines
3.2 KiB
C#
111 lines
3.2 KiB
C#
using System.Reflection.Metadata;
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using Content.Shared.Inventory;
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using Content.Shared.Inventory.Events;
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using Content.Shared.Overlays.Switchable;
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using Robust.Client.Graphics;
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using Robust.Shared.Timing;
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namespace Content.Client.Overlays.Switchable;
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public sealed class NightVisionSystem : EquipmentHudSystem<NightVisionComponent>
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{
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[Dependency] private readonly IOverlayManager _overlayMan = default!;
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[Dependency] private readonly ILightManager _lightManager = default!;
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[Dependency] private readonly IGameTiming _timing = default!;
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private BaseSwitchableOverlay<NightVisionComponent> _overlay = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<NightVisionComponent, SwitchableOverlayToggledEvent>(OnToggle);
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_overlay = new BaseSwitchableOverlay<NightVisionComponent>();
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}
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protected override void OnRefreshComponentHud(EntityUid uid,
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NightVisionComponent component,
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RefreshEquipmentHudEvent<NightVisionComponent> args)
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{
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if (component.IsEquipment)
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return;
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base.OnRefreshComponentHud(uid, component, args);
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}
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protected override void OnRefreshEquipmentHud(EntityUid uid,
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NightVisionComponent component,
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InventoryRelayedEvent<RefreshEquipmentHudEvent<NightVisionComponent>> args)
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{
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if (!component.IsEquipment)
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return;
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base.OnRefreshEquipmentHud(uid, component, args);
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}
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private void OnToggle(Entity<NightVisionComponent> ent, ref SwitchableOverlayToggledEvent args)
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{
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RefreshOverlay(args.User);
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}
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protected override void UpdateInternal(RefreshEquipmentHudEvent<NightVisionComponent> args)
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{
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base.UpdateInternal(args);
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var active = false;
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NightVisionComponent? nvComp = null;
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foreach (var comp in args.Components)
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{
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if (comp.IsActive || comp.PulseTime > 0f && comp.PulseAccumulator < comp.PulseTime)
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active = true;
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else
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continue;
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if (comp.DrawOverlay)
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{
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if (nvComp == null)
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nvComp = comp;
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else if (nvComp.PulseTime > 0f && comp.PulseTime <= 0f)
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nvComp = comp;
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}
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if (active && nvComp is { PulseTime: <= 0 })
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break;
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}
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UpdateNightVision(active);
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UpdateOverlay(nvComp);
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}
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protected override void DeactivateInternal()
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{
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base.DeactivateInternal();
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UpdateNightVision(false);
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UpdateOverlay(null);
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}
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private void UpdateNightVision(bool active)
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{
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_lightManager.DrawLighting = !active;
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}
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private void UpdateOverlay(NightVisionComponent? nvComp)
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{
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_overlay.Comp = nvComp;
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switch (nvComp)
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{
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case not null when !_overlayMan.HasOverlay<BaseSwitchableOverlay<NightVisionComponent>>():
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_overlayMan.AddOverlay(_overlay);
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break;
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case null:
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_overlayMan.RemoveOverlay(_overlay);
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break;
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}
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if (_overlayMan.TryGetOverlay<BaseSwitchableOverlay<ThermalVisionComponent>>(out var overlay))
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overlay.IsActive = nvComp == null;
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}
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}
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