Remove drop argument in part removal methods and reorganize code (#2289)
* Remove IBodyPart.Drop and move attach/detach logic to body part code * Fix stack overflow
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@@ -45,18 +45,12 @@ namespace Content.Shared.GameObjects.Components.Body.Part
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if (old != null)
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{
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foreach (var mechanism in _mechanisms)
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{
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mechanism.RemovedFromBody(old);
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}
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RemovedFromBody(old);
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}
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if (value != null)
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{
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foreach (var mechanism in _mechanisms)
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{
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mechanism.AddedToBody();
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}
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AddedToBody();
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}
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}
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}
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@@ -189,13 +183,6 @@ namespace Content.Shared.GameObjects.Components.Body.Part
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}
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}
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public bool Drop()
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{
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Body = null;
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Owner.Transform.AttachToGridOrMap();
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return true;
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}
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public bool SurgeryCheck(SurgeryType surgery)
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{
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return SurgeryDataComponent?.CheckSurgery(surgery) ?? false;
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@@ -301,6 +288,36 @@ namespace Content.Shared.GameObjects.Components.Body.Part
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mechanism.Owner.Delete();
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return true;
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}
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private void AddedToBody()
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{
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Owner.Transform.AttachParent(Body!.Owner);
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OnAddedToBody();
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foreach (var mechanism in _mechanisms)
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{
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mechanism.AddedToBody();
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}
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}
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private void RemovedFromBody(IBody old)
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{
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if (!Owner.Transform.Deleted)
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{
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Owner.Transform.AttachToGridOrMap();
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}
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OnRemovedFromBody(old);
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foreach (var mechanism in _mechanisms)
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{
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mechanism.RemovedFromBody(old);
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}
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}
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protected virtual void OnAddedToBody() { }
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protected virtual void OnRemovedFromBody(IBody old) { }
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}
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[Serializable, NetSerializable]
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