Interaction rework.
IActivate is now more used. IAttackHand falls back to IActivate.
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@@ -10,7 +10,7 @@ using Robust.Shared.Timers;
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namespace Content.Server.GameObjects
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{
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public class ServerDoorComponent : Component, IAttackHand
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public class ServerDoorComponent : Component, IActivate
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{
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public override string Name => "Door";
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@@ -41,7 +41,7 @@ namespace Content.Server.GameObjects
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base.OnRemove();
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}
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public bool AttackHand(AttackHandEventArgs eventArgs)
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void IActivate.Activate(ActivateEventArgs eventArgs)
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{
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if (_state == DoorState.Open)
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{
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@@ -51,7 +51,6 @@ namespace Content.Server.GameObjects
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{
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Open();
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}
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return true;
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}
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public override void HandleMessage(ComponentMessage message, INetChannel netChannel = null, IComponent component = null)
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