Turn some implants into triggers (#39364)
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
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@@ -12,6 +12,7 @@ using Content.Shared.Chemistry.Components.SolutionManager;
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using Content.Shared.DoAfter;
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using Content.Shared.Forensics;
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using Content.Shared.Forensics.Components;
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using Content.Shared.Forensics.Systems;
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using Content.Shared.Interaction;
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using Content.Shared.Interaction.Events;
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using Content.Shared.Inventory;
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@@ -23,7 +24,7 @@ using Content.Shared.Hands.Components;
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namespace Content.Server.Forensics
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{
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public sealed class ForensicsSystem : EntitySystem
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public sealed class ForensicsSystem : SharedForensicsSystem
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{
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly InventorySystem _inventory = default!;
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@@ -317,12 +318,7 @@ namespace Content.Server.Forensics
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}
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#region Public API
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/// <summary>
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/// Give the entity a new, random DNA string and call an event to notify other systems like the bloodstream that it has been changed.
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/// Does nothing if it does not have the DnaComponent.
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/// </summary>
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public void RandomizeDNA(Entity<DnaComponent?> ent)
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public override void RandomizeDNA(Entity<DnaComponent?> ent)
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{
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if (!Resolve(ent, ref ent.Comp, false))
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return;
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@@ -334,11 +330,7 @@ namespace Content.Server.Forensics
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RaiseLocalEvent(ent.Owner, ref ev);
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}
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/// <summary>
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/// Give the entity a new, random fingerprint string.
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/// Does nothing if it does not have the FingerprintComponent.
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/// </summary>
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public void RandomizeFingerprint(Entity<FingerprintComponent?> ent)
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public override void RandomizeFingerprint(Entity<FingerprintComponent?> ent)
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{
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if (!Resolve(ent, ref ent.Comp, false))
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return;
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