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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>
113 lines
2.9 KiB
C#
113 lines
2.9 KiB
C#
using System.Numerics;
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using Content.Shared.Alert;
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using Content.Shared.Whitelist;
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using Robust.Shared.Audio;
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using Robust.Shared.GameStates;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Buckle.Components;
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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[Access(typeof(SharedBuckleSystem))]
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public sealed partial class StrapComponent : Component
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{
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/// <summary>
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/// The entities that are currently buckled to this strap.
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/// </summary>
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[ViewVariables, AutoNetworkedField]
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public HashSet<EntityUid> BuckledEntities = new();
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/// <summary>
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/// Entities that this strap accepts and can buckle
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/// If null it accepts any entity
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/// </summary>
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[DataField]
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public EntityWhitelist? Whitelist;
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/// <summary>
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/// Entities that this strap does not accept and cannot buckle.
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/// </summary>
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[DataField]
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public EntityWhitelist? Blacklist;
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/// <summary>
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/// The change in position to the strapped mob
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/// </summary>
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[DataField, AutoNetworkedField]
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public StrapPosition Position = StrapPosition.None;
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/// <summary>
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/// The buckled entity will be offset by this amount from the center of the strap object.
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/// </summary>
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[DataField, AutoNetworkedField]
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public Vector2 BuckleOffset = Vector2.Zero;
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/// <summary>
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/// The angle to rotate the player by when they get strapped
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/// </summary>
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[DataField]
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public Angle Rotation;
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/// <summary>
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/// The size of the strap which is compared against when buckling entities
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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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/// If disabled, nothing can be buckled on this object, and it will unbuckle anything that's already buckled
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/// </summary>
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[DataField, AutoNetworkedField]
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public bool Enabled = true;
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/// <summary>
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/// The sound to be played when a mob is buckled
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/// </summary>
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[DataField]
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public SoundSpecifier BuckleSound = new SoundPathSpecifier("/Audio/Effects/buckle.ogg");
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/// <summary>
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/// The sound to be played when a mob is unbuckled
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/// </summary>
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[DataField]
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public SoundSpecifier UnbuckleSound = new SoundPathSpecifier("/Audio/Effects/unbuckle.ogg");
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/// <summary>
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/// ID of the alert to show when buckled
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/// </summary>
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[DataField]
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public ProtoId<AlertPrototype> BuckledAlertType = "Buckled";
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/// <summary>
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/// Whether InteractHand will buckle the user to the strap.
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/// </summary>
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[DataField]
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public bool BuckleOnInteractHand = true;
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}
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public enum StrapPosition
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{
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/// <summary>
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/// (Default) Makes no change to the buckled mob
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/// </summary>
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None = 0,
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/// <summary>
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/// Makes the mob stand up
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/// </summary>
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Stand,
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/// <summary>
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/// Makes the mob lie down
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/// </summary>
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Down
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}
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[Serializable, NetSerializable]
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public enum StrapVisuals : byte
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{
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RotationAngle,
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State
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}
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