Pulling rework v2 (#24936)
* Pulling rework Fixing up the FOUR systems managing pulling, all the shitcode, and also making it nicer ingame. * More pulling cleanup * stats * More cleanup * First draft * More pulling * weh * Fix puller * Pulling working * Fix merge * Dunked * Self-merge time * Fix hotkey * Fix container changes * oop * Fix multi-pulling * Move alerts cleanup. * pulling fixes
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@@ -24,6 +24,7 @@ using Content.Shared.Humanoid;
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using Content.Shared.Mobs;
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using Content.Shared.Mobs.Components;
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using Content.Shared.Mobs.Systems;
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using Content.Shared.Movement.Pulling.Components;
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using Content.Shared.Movement.Systems;
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using Content.Shared.NPC.Components;
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using Content.Shared.NPC.Systems;
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@@ -31,7 +32,6 @@ using Content.Shared.Nutrition.AnimalHusbandry;
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using Content.Shared.Nutrition.Components;
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using Content.Shared.Popups;
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using Content.Shared.Roles;
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using Content.Shared.Pulling.Components;
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using Content.Shared.Weapons.Melee;
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using Content.Shared.Zombies;
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using Content.Shared.Prying.Components;
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@@ -59,7 +59,6 @@ namespace Content.Server.Zombies
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[Dependency] private readonly IChatManager _chatMan = default!;
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[Dependency] private readonly MindSystem _mind = default!;
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[Dependency] private readonly SharedRoleSystem _roles = default!;
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[Dependency] private readonly MobThresholdSystem _mobThreshold = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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/// <summary>
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@@ -264,7 +263,9 @@ namespace Content.Server.Zombies
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RemComp(target, handsComp);
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}
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RemComp<SharedPullerComponent>(target);
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// Sloth: What the fuck?
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// How long until compregistry lmao.
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RemComp<PullerComponent>(target);
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// No longer waiting to become a zombie:
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// Requires deferral because this is (probably) the event which called ZombifyEntity in the first place.
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