Prevent inventory events from being relayed to pockets (#6074)
Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>
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@@ -1,6 +1,7 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Content.Shared.Inventory;
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using Content.Shared.Movement.Components;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameStates;
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@@ -84,8 +85,10 @@ namespace Content.Shared.Movement.EntitySystems
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/// should hook into this event and set it then. If you want this event to be raised,
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/// call <see cref="MovementSpeedModifierSystem.RefreshMovementSpeedModifiers"/>.
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/// </summary>
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public class RefreshMovementSpeedModifiersEvent : EntityEventArgs
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public class RefreshMovementSpeedModifiersEvent : EntityEventArgs, IInventoryRelayEvent
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{
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public SlotFlags TargetSlots { get; } = ~SlotFlags.POCKET;
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public float WalkSpeedModifier { get; private set; } = 1.0f;
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public float SprintSpeedModifier { get; private set; } = 1.0f;
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