refactor hooks with new LuaResult
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@@ -186,20 +186,10 @@ namespace Barotrauma.Items.Components
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var senderComponent = signal.source?.GetComponent<WifiComponent>();
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if (senderComponent != null && !CanReceive(senderComponent)) { return; }
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#if SERVER
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var should = GameMain.Lua.hook.Call("wifiSignalTransmitted", new object[] { this, signal, sentFromChat });
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var should = new LuaResult(GameMain.Lua.hook.Call("wifiSignalTransmitted", new object[] { this, signal, sentFromChat }));
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if (should != null)
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{
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if (should is DynValue dyn)
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{
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if (dyn.CastToBool())
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{
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return;
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}
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}
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}
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#endif
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if (should.Bool())
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return;
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bool chatMsgSent = false;
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@@ -2225,20 +2225,10 @@ namespace Barotrauma
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if (condition == 0.0f) { return; }
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#if SERVER
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var should = GameMain.Lua.hook.Call("itemUse", new object[] { this, character, targetLimb });
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var should = new LuaResult(GameMain.Lua.hook.Call("itemUse", new object[] { this, character, targetLimb }));
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if (should != null)
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{
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if (should is DynValue dyn)
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{
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if (dyn.CastToBool())
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{
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return;
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}
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}
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}
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#endif
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if (should.Bool())
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return;
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bool remove = false;
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@@ -2273,20 +2263,11 @@ namespace Barotrauma
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{
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if (condition == 0.0f) { return; }
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#if SERVER
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var should = GameMain.Lua.hook.Call("itemSecondaryUse", new object[] { this, character});
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var should = new LuaResult(GameMain.Lua.hook.Call("itemSecondaryUse", new object[] { this, character}));
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if (should.Bool())
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return;
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if (should != null)
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{
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if (should is DynValue dyn)
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{
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if (dyn.CastToBool())
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{
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return;
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}
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}
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}
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#endif
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bool remove = false;
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@@ -2319,20 +2300,10 @@ namespace Barotrauma
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public void ApplyTreatment(Character user, Character character, Limb targetLimb)
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{
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#if SERVER
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var should = GameMain.Lua.hook.Call("itemApplyTreatment", new object[] { this, user, character, targetLimb });
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var should = new LuaResult(GameMain.Lua.hook.Call("itemApplyTreatment", new object[] { this, user, character, targetLimb }));
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if (should != null)
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{
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if (should is DynValue dyn)
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{
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if (dyn.CastToBool())
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{
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return;
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}
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}
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}
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#endif
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if (should.Bool())
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return;
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//can't apply treatment to dead characters
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if (character.IsDead) return;
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@@ -2390,20 +2361,10 @@ namespace Barotrauma
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public void Drop(Character dropper, bool createNetworkEvent = true)
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{
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#if SERVER
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var should = GameMain.Lua.hook.Call("itemDrop", new object[] { this, dropper});
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var should = new LuaResult(GameMain.Lua.hook.Call("itemDrop", new object[] { this, dropper}));
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if (should != null)
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{
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if (should is DynValue dyn)
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{
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if (dyn.CastToBool())
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{
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return;
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}
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}
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}
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#endif
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if (should.Bool())
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return;
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if (createNetworkEvent)
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{
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@@ -2455,20 +2416,10 @@ namespace Barotrauma
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public void Equip(Character character)
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{
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#if SERVER
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var should = GameMain.Lua.hook.Call("itemEquip", new object[] { this, character});
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var should = new LuaResult(GameMain.Lua.hook.Call("itemEquip", new object[] { this, character}));
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if (should != null)
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{
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if (should is DynValue dyn)
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{
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if (dyn.CastToBool())
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{
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return;
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}
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}
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}
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#endif
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if (should.Bool())
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return;
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if (Removed)
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{
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@@ -2481,20 +2432,10 @@ namespace Barotrauma
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public void Unequip(Character character)
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{
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#if SERVER
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var should = GameMain.Lua.hook.Call("itemUnequip", new object[] { this, character });
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var should = new LuaResult(GameMain.Lua.hook.Call("itemUnequip", new object[] { this, character }));
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if (should != null)
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{
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if (should is DynValue dyn)
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{
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if (dyn.CastToBool())
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{
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return;
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}
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}
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}
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#endif
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if (should.Bool())
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return;
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foreach (ItemComponent ic in components) { ic.Unequip(character); }
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}
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