Decouple interactions from hands, cleanup old events, add new fears (#28393)
* ok basic shit * second part * pretend it isn't real it can't hurt you. * 👁️ 👁️ * shadowcommander review
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@@ -67,6 +67,9 @@ public sealed class AirlockSystem : SharedAirlockSystem
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private void OnActivate(EntityUid uid, AirlockComponent component, ActivateInWorldEvent args)
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{
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if (args.Handled || !args.Complex)
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return;
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if (TryComp<WiresPanelComponent>(uid, out var panel) &&
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panel.Open &&
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TryComp<ActorComponent>(args.User, out var actor))
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