Interaction rework.
IActivate is now more used. IAttackHand falls back to IActivate.
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@@ -15,7 +15,7 @@ using Robust.Shared.ViewVariables;
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namespace Content.Server.GameObjects.Components.Research
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{
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public class LatheComponent : SharedLatheComponent, IAttackHand, IAttackBy, IActivate
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public class LatheComponent : SharedLatheComponent, IAttackBy, IActivate
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{
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public const int VolumePerSheet = 3750;
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@@ -94,17 +94,6 @@ namespace Content.Server.GameObjects.Components.Research
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_userInterface.Open(actor.playerSession);
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return;
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}
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bool IAttackHand.AttackHand(AttackHandEventArgs eventArgs)
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{
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if (!eventArgs.User.TryGetComponent(out IActorComponent actor))
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return false;
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_userInterface.Open(actor.playerSession);
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return true;
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}
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bool IAttackBy.AttackBy(AttackByEventArgs eventArgs)
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{
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if (!Owner.TryGetComponent(out MaterialStorageComponent storage)
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