Simple network replication for hands, untested.
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@@ -1,4 +1,5 @@
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using Content.Server.Interfaces.GameObjects;
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using Content.Shared.GameObjects;
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using SS14.Shared.GameObjects;
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using SS14.Shared.Interfaces.GameObjects;
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using SS14.Shared.Utility;
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@@ -9,10 +10,8 @@ using YamlDotNet.RepresentationModel;
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namespace Content.Server.GameObjects
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{
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public class HandsComponent : Component, IHandsComponent
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public class HandsComponent : SharedHandsComponent, IHandsComponent
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{
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public override string Name => "Hands";
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private string activeIndex;
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public string ActiveIndex
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{
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@@ -54,8 +53,6 @@ namespace Content.Server.GameObjects
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public IEnumerable<IItemComponent> GetAllHeldItems()
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{
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throw new NotImplementedException();
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/*
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foreach (var slot in hands.Values)
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{
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if (slot.Item != null)
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@@ -63,7 +60,6 @@ namespace Content.Server.GameObjects
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yield return slot.Item;
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}
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}
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*/
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}
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public IItemComponent GetHand(string index)
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@@ -77,8 +73,6 @@ namespace Content.Server.GameObjects
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/// </summary>
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private IEnumerable<string> ActivePriorityEnumerable()
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{
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throw new NotImplementedException();
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/*
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yield return ActiveIndex;
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foreach (var hand in hands.Keys)
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{
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@@ -89,7 +83,6 @@ namespace Content.Server.GameObjects
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yield return hand;
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}
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*/
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}
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public bool PutInHand(IItemComponent item)
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@@ -183,5 +176,18 @@ namespace Content.Server.GameObjects
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/// Get the name of the slot passed to the inventory component.
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/// </summary>
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private string HandSlotName(string index) => $"_hand_{index}";
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public override ComponentState GetComponentState()
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{
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var dict = new Dictionary<string, int>(hands.Count);
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foreach (var hand in hands)
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{
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if (hand.Value.Item != null)
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{
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dict[hand.Key] = hand.Value.Item.Owner.Uid;
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}
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}
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return new HandsComponentState(dict);
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}
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}
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}
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