StunnableComponent cleanup, proper prediction for stuns and slips. (#3552)
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@@ -32,7 +32,7 @@ namespace Content.Server.GameObjects.Components.GUI
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{
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[RegisterComponent]
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[ComponentReference(typeof(SharedInventoryComponent))]
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public class InventoryComponent : SharedInventoryComponent, IExAct, IEffectBlocker, IPressureProtection
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public class InventoryComponent : SharedInventoryComponent, IExAct, IPressureProtection, IEffectBlocker
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{
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[Dependency] private readonly IEntitySystemManager _entitySystemManager = default!;
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@@ -145,14 +145,7 @@ namespace Content.Server.GameObjects.Components.GUI
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bool IEffectBlocker.CanSlip()
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{
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if (Owner.TryGetComponent(out InventoryComponent inventoryComponent) &&
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inventoryComponent.TryGetSlotItem(EquipmentSlotDefines.Slots.SHOES, out ItemComponent shoes)
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)
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{
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return EffectBlockerSystem.CanSlip(shoes.Owner);
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}
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return true;
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return !TryGetSlotItem(EquipmentSlotDefines.Slots.SHOES, out ItemComponent shoes) || EffectBlockerSystem.CanSlip(shoes.Owner);
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}
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public override void OnRemove()
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