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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>
92 lines
3.0 KiB
C#
92 lines
3.0 KiB
C#
using Content.Shared.Light;
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using Content.Shared.Light.Components;
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using Robust.Client.Animations;
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using Robust.Client.GameObjects;
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using Robust.Shared.Animations;
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namespace Content.Client.Light.EntitySystems;
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public sealed class RotatingLightSystem : SharedRotatingLightSystem
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{
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[Dependency] private readonly AnimationPlayerSystem _animations = default!;
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private Animation GetAnimation(float speed)
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{
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var third = 120f / speed;
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return new Animation()
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{
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Length = TimeSpan.FromSeconds(360f / speed),
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AnimationTracks =
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{
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new AnimationTrackComponentProperty
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{
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ComponentType = typeof(PointLightComponent),
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InterpolationMode = AnimationInterpolationMode.Linear,
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Property = nameof(PointLightComponent.Rotation),
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KeyFrames =
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{
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new AnimationTrackProperty.KeyFrame(Angle.Zero, 0),
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new AnimationTrackProperty.KeyFrame(Angle.FromDegrees(120), third),
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new AnimationTrackProperty.KeyFrame(Angle.FromDegrees(240), third),
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new AnimationTrackProperty.KeyFrame(Angle.FromDegrees(360), third)
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}
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}
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}
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};
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}
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private const string AnimKey = "rotating_light";
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<RotatingLightComponent, ComponentStartup>(OnStartup);
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SubscribeLocalEvent<RotatingLightComponent, AfterAutoHandleStateEvent>(OnAfterAutoHandleState);
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SubscribeLocalEvent<RotatingLightComponent, AnimationCompletedEvent>(OnAnimationComplete);
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}
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private void OnStartup(EntityUid uid, RotatingLightComponent comp, ComponentStartup args)
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{
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var player = EnsureComp<AnimationPlayerComponent>(uid);
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PlayAnimation(uid, comp, player);
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}
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private void OnAfterAutoHandleState(EntityUid uid, RotatingLightComponent comp, ref AfterAutoHandleStateEvent args)
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{
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if (!TryComp<AnimationPlayerComponent>(uid, out var player))
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return;
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if (comp.Enabled)
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{
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PlayAnimation(uid, comp, player);
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}
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else
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{
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_animations.Stop(uid, player, AnimKey);
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}
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}
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private void OnAnimationComplete(EntityUid uid, RotatingLightComponent comp, AnimationCompletedEvent args)
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{
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if (!args.Finished)
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return;
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PlayAnimation(uid, comp);
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}
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/// <summary>
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/// Play the light rotation animation.
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/// </summary>
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public void PlayAnimation(EntityUid uid, RotatingLightComponent? comp = null, AnimationPlayerComponent? player = null)
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{
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if (!Resolve(uid, ref comp, ref player) || !comp.Enabled)
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return;
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if (!_animations.HasRunningAnimation(uid, player, AnimKey))
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{
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_animations.Play(uid, player, GetAnimation(comp.Speed), AnimKey);
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}
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}
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}
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