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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@@ -62,7 +62,7 @@ public sealed class LockSystem : EntitySystem
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private void OnActivated(EntityUid uid, LockComponent lockComp, ActivateInWorldEvent args)
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{
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if (args.Handled)
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if (args.Handled || !args.Complex)
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return;
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// Only attempt an unlock by default on Activate
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