Make body parts properly use containers for mechanisms (#2290)
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@@ -17,32 +17,33 @@ namespace Content.Server.GameObjects.Components.Body
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[ComponentReference(typeof(IBody))]
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public class BodyComponent : SharedBodyComponent, IRelayMoveInput
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{
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private Container _container = default!;
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private Container _partContainer = default!;
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protected override bool CanAddPart(string slot, IBodyPart part)
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{
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return base.CanAddPart(slot, part) && _container.CanInsert(part.Owner);
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return base.CanAddPart(slot, part) &&
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_partContainer.CanInsert(part.Owner);
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}
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protected override void OnAddPart(string slot, IBodyPart part)
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{
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base.OnAddPart(slot, part);
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_container.Insert(part.Owner);
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_partContainer.Insert(part.Owner);
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}
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protected override void OnRemovePart(string slot, IBodyPart part)
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{
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base.OnRemovePart(slot, part);
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_container.ForceRemove(part.Owner);
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_partContainer.ForceRemove(part.Owner);
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}
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public override void Initialize()
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{
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base.Initialize();
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_container = ContainerManagerComponent.Ensure<Container>($"{Name}-{nameof(BodyComponent)}", Owner);
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_partContainer = ContainerManagerComponent.Ensure<Container>($"{Name}-{nameof(BodyComponent)}", Owner);
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foreach (var (slot, partId) in PartIds)
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{
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