Use ActorComponent instead of IActorComponent or BasicActorComponent. (#3966)
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@@ -166,9 +166,9 @@ namespace Content.Server.GameObjects.Components.Disposal
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{
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TryQueueEngage();
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if (entity.TryGetComponent(out IActorComponent? actor))
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if (entity.TryGetComponent(out ActorComponent? actor))
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{
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UserInterface?.Close(actor.playerSession);
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UserInterface?.Close(actor.PlayerSession);
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}
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UpdateVisualState();
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@@ -584,7 +584,7 @@ namespace Content.Server.GameObjects.Components.Disposal
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bool IInteractHand.InteractHand(InteractHandEventArgs eventArgs)
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{
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if (!eventArgs.User.TryGetComponent(out IActorComponent? actor))
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if (!eventArgs.User.TryGetComponent(out ActorComponent? actor))
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{
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return false;
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}
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@@ -592,7 +592,7 @@ namespace Content.Server.GameObjects.Components.Disposal
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if (IsValidInteraction(eventArgs))
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{
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UserInterface?.Open(actor.playerSession);
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UserInterface?.Open(actor.PlayerSession);
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return true;
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}
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@@ -601,14 +601,14 @@ namespace Content.Server.GameObjects.Components.Disposal
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void IActivate.Activate(ActivateEventArgs eventArgs)
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{
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if (!eventArgs.User.TryGetComponent(out IActorComponent? actor))
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if (!eventArgs.User.TryGetComponent(out ActorComponent? actor))
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{
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return;
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}
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if (IsValidInteraction(eventArgs))
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{
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UserInterface?.Open(actor.playerSession);
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UserInterface?.Open(actor.PlayerSession);
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}
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return;
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