Fix slot interactions (again) (#11903)
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@@ -236,7 +236,7 @@ namespace Content.Client.Inventory
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public void UIInventoryStorageActivate(string slot)
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public void UIInventoryStorageActivate(string slot)
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{
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{
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EntityManager.RaisePredictiveEvent(new OpenSlotStorageNetworkMessage(slot));
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EntityManager.EntityNetManager?.SendSystemNetworkMessage(new OpenSlotStorageNetworkMessage(slot));
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}
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}
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public void UIInventoryExamine(string slot, EntityUid uid)
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public void UIInventoryExamine(string slot, EntityUid uid)
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@@ -260,7 +260,7 @@ namespace Content.Client.Inventory
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if (!TryGetSlotEntity(uid, slot, out var item))
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if (!TryGetSlotEntity(uid, slot, out var item))
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return;
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return;
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EntityManager.EntityNetManager?.SendSystemNetworkMessage(
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EntityManager.RaisePredictiveEvent(
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new InteractInventorySlotEvent(item.Value, altInteract: false));
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new InteractInventorySlotEvent(item.Value, altInteract: false));
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}
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}
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@@ -1,4 +1,4 @@
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using Content.Client.Gameplay;
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using Content.Client.Gameplay;
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using Content.Client.Hands;
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using Content.Client.Hands;
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using Content.Client.Inventory;
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using Content.Client.Inventory;
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using Content.Client.Storage;
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using Content.Client.Storage;
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@@ -207,12 +207,6 @@ public sealed class InventoryUIController : UIController, IOnStateEntered<Gamepl
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return;
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return;
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}
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}
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if (args.Function == ContentKeyFunctions.ActivateItemInWorld)
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{
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_inventorySystem.UIInventoryStorageActivate(control.SlotName);
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return;
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}
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if (_playerInventory == null)
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if (_playerInventory == null)
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{
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{
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return;
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return;
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