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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@@ -101,6 +101,9 @@ public sealed class SwapTeleporterSystem : EntitySystem
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private void OnActivateInWorld(Entity<SwapTeleporterComponent> ent, ref ActivateInWorldEvent args)
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{
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if (args.Handled || !args.Complex)
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return;
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var (uid, comp) = ent;
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var user = args.User;
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if (comp.TeleportTime != null)
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@@ -130,6 +133,7 @@ public sealed class SwapTeleporterSystem : EntitySystem
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comp.NextTeleportUse = _timing.CurTime + comp.Cooldown;
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comp.TeleportTime = _timing.CurTime + comp.TeleportDelay;
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Dirty(uid, comp);
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args.Handled = true;
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}
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public void DoTeleport(Entity<SwapTeleporterComponent, TransformComponent> ent)
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