feat(vfx): bind effects to live animated poses
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41 changed files with 3246 additions and 741 deletions
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@ -1,5 +1,3 @@
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using System;
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using System.Collections.Generic;
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using System.Numerics;
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using AcDream.Core.Vfx;
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using AcDream.Core.World;
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@ -7,97 +5,57 @@ using AcDream.Core.World;
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namespace AcDream.App.Rendering.Vfx;
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/// <summary>
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/// What the activator's resolver returns when an entity's Setup carries
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/// a <c>DefaultScript</c>. Bundles the script id with the per-part
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/// transforms baked from <c>Setup.PlacementFrames</c> so a single dat
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/// lookup yields both pieces of state. The activator pushes the part
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/// transforms into <see cref="ParticleHookSink.SetEntityPartTransforms"/>
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/// before calling <see cref="PhysicsScriptRunner.Play"/>, which closes
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/// the part-anchor pipeline introduced for issue #56.
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/// Setup script/profile data resolved once when a logical effect owner is
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/// registered. Part transforms are indexed and root-local.
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/// </summary>
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public sealed record ScriptActivationInfo(
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uint ScriptId,
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IReadOnlyList<Matrix4x4> PartTransforms,
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EntityEffectProfile? EffectProfile = null);
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EntityEffectProfile? EffectProfile = null,
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IReadOnlyList<bool>? PartAvailability = null);
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/// <summary>
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/// Fires <c>Setup.DefaultScript</c> through <see cref="PhysicsScriptRunner"/>
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/// when a <see cref="WorldEntity"/> enters the world, so static objects
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/// (portals, chimneys, fireplaces, EnvCell decorations, building details)
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/// emit their retail-faithful persistent particle effects automatically.
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/// Stops the scripts and live emitters when the entity despawns.
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///
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/// <para>
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/// Handles both server-spawned and dat-hydrated entities. Live owners use the
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/// canonical local <c>entity.Id</c>. Dat-static IDs occupy disjoint, globally
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/// unique ranges for interiors, scenery, and landblock stabs. The C.1.5a guard that early-returned for
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/// <c>ServerGuid == 0</c> was relaxed in C.1.5b so EnvCell static objects
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/// (which have no server guid because they come from the dat file, not
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/// the network) also fire their DefaultScript.
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/// </para>
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///
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/// <para>
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/// For live objects this is invoked by <c>LiveEntityRuntime</c> logical
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/// registration/teardown. <c>GpuWorldState</c> invokes it only for dat-static
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/// landblock load, promotion, demotion, and unload paths.
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/// </para>
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///
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/// <para>
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/// Retail oracle: <c>play_script_internal(setup.DefaultScript)</c> is what
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/// retail's <c>CPhysicsObj</c> invokes at object load (see Phase C.1 plan
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/// §C.1 and <c>memory/project_sky_pes_port.md</c>). C.1 already shipped the
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/// runner; this class adds the missing fire-on-spawn call site.
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/// </para>
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/// Owns create-time Setup script activation and its symmetric teardown for
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/// live and DAT-static entities.
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/// </summary>
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/// <remarks>
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/// Setup <c>DefaultScript</c> is a direct PES played during Setup
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/// initialization. Live registration invokes this class once per logical
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/// generation; spatial rebucketing never replays it.
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/// </remarks>
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public sealed class EntityScriptActivator
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{
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private readonly PhysicsScriptRunner _scriptRunner;
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private readonly ParticleHookSink _particleSink;
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private readonly EntityEffectPoseRegistry _poses;
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private readonly Func<WorldEntity, ScriptActivationInfo?> _resolver;
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private readonly Action<uint, WorldEntity, EntityEffectProfile>? _registerDatStaticEffectOwner;
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private readonly Action<uint>? _unregisterDatStaticEffectOwner;
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private readonly Dictionary<uint, WorldEntity> _activeStaticOwners = new();
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/// <param name="scriptRunner">Per-owner retail FIFO that schedules every
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/// hook at its absolute script <c>StartTime</c>.</param>
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/// <param name="particleSink">Already-shipped hook sink from C.1. The
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/// activator pushes per-entity rotation + part transforms here, and
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/// calls <see cref="ParticleHookSink.StopAllForEntity"/> to drop
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/// per-entity emitter handles on despawn.</param>
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/// <param name="resolver">Returns
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/// <see cref="ScriptActivationInfo"/> with the entity's
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/// <c>Setup.DefaultScript.DataId</c> and per-part transforms (via
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/// <c>SetupPartTransforms.Compute</c>), or <c>null</c> on dat miss /
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/// throw / missing DefaultScript. Production lambda hits
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/// <c>DatCollection</c>; tests pass a hand-rolled stub.</param>
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public EntityScriptActivator(
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PhysicsScriptRunner scriptRunner,
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ParticleHookSink particleSink,
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EntityEffectPoseRegistry poses,
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Func<WorldEntity, ScriptActivationInfo?> resolver,
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Action<uint, WorldEntity, EntityEffectProfile>? registerDatStaticEffectOwner = null,
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Action<uint>? unregisterDatStaticEffectOwner = null)
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{
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ArgumentNullException.ThrowIfNull(scriptRunner);
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ArgumentNullException.ThrowIfNull(particleSink);
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ArgumentNullException.ThrowIfNull(resolver);
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_scriptRunner = scriptRunner;
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_particleSink = particleSink;
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_resolver = resolver;
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_scriptRunner = scriptRunner ?? throw new ArgumentNullException(nameof(scriptRunner));
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_particleSink = particleSink ?? throw new ArgumentNullException(nameof(particleSink));
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_poses = poses ?? throw new ArgumentNullException(nameof(poses));
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_resolver = resolver ?? throw new ArgumentNullException(nameof(resolver));
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_registerDatStaticEffectOwner = registerDatStaticEffectOwner;
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_unregisterDatStaticEffectOwner = unregisterDatStaticEffectOwner;
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}
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/// <summary>
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/// Resolve the entity's <c>Setup.DefaultScript</c> and fire it through
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/// the script runner under its canonical runtime identity.
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/// No-op if the entity has no DefaultScript (resolver returns null
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/// or zero-script).
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/// </summary>
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public void OnCreate(WorldEntity entity)
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{
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ArgumentNullException.ThrowIfNull(entity);
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uint key = entity.Id;
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if (key == 0) return; // malformed entity
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if (key == 0)
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return;
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if (entity.ServerGuid == 0
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&& _activeStaticOwners.TryGetValue(key, out WorldEntity? existing))
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{
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@ -107,56 +65,43 @@ public sealed class EntityScriptActivator
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$"Dat-static WorldEntity id 0x{key:X8} is already active; static allocators must be globally unique.");
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}
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var info = _resolver(entity);
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if (info is null) return;
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ScriptActivationInfo? info = _resolver(entity);
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if (info is null)
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return;
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// Seed the sink's per-entity rotation so CreateParticleHook.Offset.Origin
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// (in entity-local frame) transforms correctly to world space when the
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// hook fires. C.1.5a fix: without this, the sink falls through to
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// Quaternion.Identity and the offset gets applied in world axes —
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// visual symptom for portals: swirl oriented along world XYZ instead
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// of the portal's facing, partially buried.
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_particleSink.SetEntityRotation(key, entity.Rotation);
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// C.1.5b #56: seed the sink's per-entity part transforms so
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// CreateParticleHook.PartIndex routes the hook offset through the
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// right mesh part's resting transform. Without this, every emitter
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// in a multi-part Setup collapses to the entity root.
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_particleSink.SetEntityPartTransforms(key, info.PartTransforms);
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// Particle::Init (0x0051C930) samples the current root/part frames.
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// Publish before the Setup default script can execute; effects never
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// fall back to the camera or a cached spawn anchor.
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_poses.Publish(entity, info.PartTransforms, info.PartAvailability);
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if (entity.ServerGuid == 0)
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_activeStaticOwners.Add(key, entity);
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if (entity.ServerGuid == 0 && info.EffectProfile is { } profile)
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_registerDatStaticEffectOwner?.Invoke(
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key,
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entity,
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profile);
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_registerDatStaticEffectOwner?.Invoke(key, entity, profile);
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if (info.ScriptId != 0)
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_scriptRunner.Play(info.ScriptId, key, entity.Position);
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}
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/// <summary>
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/// Stop every script instance the runner is tracking for this key, and
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/// kill every live emitter the sink has attributed to the runtime effect
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/// owner. Idempotent for unknown entities.
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/// </summary>
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public void OnRemove(WorldEntity entity)
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{
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ArgumentNullException.ThrowIfNull(entity);
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uint key = entity.Id;
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if (key == 0) return;
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if (key == 0)
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return;
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if (entity.ServerGuid == 0
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&& (!_activeStaticOwners.TryGetValue(key, out WorldEntity? existing)
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|| !ReferenceEquals(existing, entity)))
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{
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return;
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}
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_scriptRunner.StopAllForEntity(key);
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_particleSink.StopAllForEntity(key, fadeOut: false);
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_poses.Remove(key);
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if (entity.ServerGuid == 0 && _activeStaticOwners.Remove(key))
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_unregisterDatStaticEffectOwner?.Invoke(key);
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}
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}
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