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Original file line number | Diff line number | Diff line change |
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using Content.Shared.Timing; | ||
using Content.Shared.Cargo.Systems; | ||
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namespace Content.Client.Cargo.Systems; | ||
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/// <summary> | ||
/// This handles... | ||
/// </summary> | ||
public sealed class ClientPriceGunSystem : SharedPriceGunSystem | ||
{ | ||
[Dependency] private readonly UseDelaySystem _useDelay = default!; | ||
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protected override bool GetPriceOrBounty(EntityUid priceGunUid, EntityUid target, EntityUid user) | ||
{ | ||
if (!TryComp(priceGunUid, out UseDelayComponent? useDelay) || _useDelay.IsDelayed((priceGunUid, useDelay))) | ||
return false; | ||
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// It feels worse if the cooldown is predicted but the popup isn't! So only do the cooldown reset on the server. | ||
return true; | ||
} | ||
} |
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Original file line number | Diff line number | Diff line change |
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using Content.Client.UserInterface.Fragments; | ||
using Content.Shared.CartridgeLoader.Cartridges; | ||
using Robust.Client.UserInterface; | ||
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namespace Content.Client.CartridgeLoader.Cartridges; | ||
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public sealed partial class WantedListUi : UIFragment | ||
{ | ||
private WantedListUiFragment? _fragment; | ||
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public override Control GetUIFragmentRoot() | ||
{ | ||
return _fragment!; | ||
} | ||
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public override void Setup(BoundUserInterface userInterface, EntityUid? fragmentOwner) | ||
{ | ||
_fragment = new WantedListUiFragment(); | ||
} | ||
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public override void UpdateState(BoundUserInterfaceState state) | ||
{ | ||
switch (state) | ||
{ | ||
case WantedListUiState cast: | ||
_fragment?.UpdateState(cast.Records); | ||
break; | ||
} | ||
} | ||
} |
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