Pulling rework (#20906)
* Pulling rework Fixing up the FOUR systems managing pulling, all the shitcode, and also making it nicer ingame. * More pulling cleanup * stats * More cleanup * First draft * More pulling * weh * Fix puller * Pulling working * Fix merge * Dunked * Self-merge time
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@@ -11,7 +11,6 @@ using Content.Shared.Interaction.Events;
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using Content.Shared.Mobs.Components;
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using Content.Shared.Movement.Events;
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using Content.Shared.Popups;
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using Content.Shared.Pulling.Components;
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using Content.Shared.Standing;
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using Content.Shared.Storage.Components;
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using Content.Shared.Stunnable;
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@@ -20,6 +19,7 @@ using Content.Shared.Verbs;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Physics.Events;
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using Robust.Shared.Utility;
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using PullableComponent = Content.Shared.Movement.Pulling.Components.PullableComponent;
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namespace Content.Shared.Buckle;
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@@ -356,11 +356,11 @@ public abstract partial class SharedBuckleSystem
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RaiseLocalEvent(ev.BuckledEntity, ref ev);
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RaiseLocalEvent(ev.StrapEntity, ref ev);
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if (TryComp<SharedPullableComponent>(buckleUid, out var ownerPullable))
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if (TryComp<PullableComponent>(buckleUid, out var ownerPullable))
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{
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if (ownerPullable.Puller != null)
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{
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_pulling.TryStopPull(ownerPullable);
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_pulling.TryStopPull(buckleUid, ownerPullable);
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}
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}
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@@ -369,12 +369,12 @@ public abstract partial class SharedBuckleSystem
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_physics.ResetDynamics(physics);
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}
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if (!buckleComp.PullStrap && TryComp<SharedPullableComponent>(strapUid, out var toPullable))
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if (!buckleComp.PullStrap && TryComp<PullableComponent>(strapUid, out var toPullable))
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{
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if (toPullable.Puller == buckleUid)
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{
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// can't pull it and buckle to it at the same time
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_pulling.TryStopPull(toPullable);
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_pulling.TryStopPull(strapUid, toPullable);
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}
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}
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