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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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149 changes: 0 additions & 149 deletions
149
Content.Client/Movement/Systems/WaddleAnimationSystem.cs
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23 changes: 23 additions & 0 deletions
23
Content.Client/Players/RateLimiting/PlayerRateLimitManager.cs
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using Content.Shared.Players.RateLimiting; | ||
using Robust.Shared.Player; | ||
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namespace Content.Client.Players.RateLimiting; | ||
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public sealed class PlayerRateLimitManager : SharedPlayerRateLimitManager | ||
{ | ||
public override RateLimitStatus CountAction(ICommonSession player, string key) | ||
{ | ||
// TODO Rate-Limit | ||
// Add support for rate limit prediction | ||
// I.e., dont mis-predict just because somebody is clicking too quickly. | ||
return RateLimitStatus.Allowed; | ||
} | ||
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public override void Register(string key, RateLimitRegistration registration) | ||
{ | ||
} | ||
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public override void Initialize() | ||
{ | ||
} | ||
} |
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