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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@@ -75,6 +75,9 @@ public sealed class BatteryWeaponFireModesSystem : EntitySystem
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private void OnInteractHandEvent(EntityUid uid, BatteryWeaponFireModesComponent component, ActivateInWorldEvent args)
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{
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if (!args.Complex)
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return;
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if (component.FireModes.Count < 2)
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return;
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