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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@@ -40,7 +40,7 @@ public sealed class MechGrabberSystem : EntitySystem
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SubscribeLocalEvent<MechGrabberComponent, MechEquipmentRemovedEvent>(OnEquipmentRemoved);
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SubscribeLocalEvent<MechGrabberComponent, AttemptRemoveMechEquipmentEvent>(OnAttemptRemove);
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SubscribeLocalEvent<MechGrabberComponent, InteractNoHandEvent>(OnInteract);
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SubscribeLocalEvent<MechGrabberComponent, UserActivateInWorldEvent>(OnInteract);
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SubscribeLocalEvent<MechGrabberComponent, GrabberDoAfterEvent>(OnMechGrab);
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}
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@@ -123,10 +123,11 @@ public sealed class MechGrabberSystem : EntitySystem
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args.States.Add(GetNetEntity(uid), state);
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}
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private void OnInteract(EntityUid uid, MechGrabberComponent component, InteractNoHandEvent args)
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private void OnInteract(EntityUid uid, MechGrabberComponent component, UserActivateInWorldEvent args)
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{
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if (args.Handled || args.Target is not {} target)
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if (args.Handled)
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return;
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var target = args.Target;
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if (args.Target == args.User || component.DoAfter != null)
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return;
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