Refactor drag and drop to use a shared interface (#2012)
* WIP in progress hours * Cleanup * Fix bugle * Fix nullable error * Merge fixes * Merge fixes * Merge fixes
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@@ -67,10 +67,10 @@ namespace Content.Server.GameObjects.Components.Movement
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string reason;
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bool canVault;
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if (eventArgs.User == eventArgs.Dropped)
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if (eventArgs.User == eventArgs.Dragged)
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canVault = CanVault(eventArgs.User, eventArgs.Target, out reason);
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else
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canVault = CanVault(eventArgs.User, eventArgs.Dropped, eventArgs.Target, out reason);
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canVault = CanVault(eventArgs.User, eventArgs.Dragged, eventArgs.Target, out reason);
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if (!canVault)
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eventArgs.User.PopupMessage(reason);
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@@ -154,13 +154,13 @@ namespace Content.Server.GameObjects.Components.Movement
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bool IDragDropOn.DragDropOn(DragDropEventArgs eventArgs)
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{
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if (eventArgs.User == eventArgs.Dropped)
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if (eventArgs.User == eventArgs.Dragged)
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{
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TryClimb(eventArgs.User);
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}
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else
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{
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TryMoveEntity(eventArgs.User, eventArgs.Dropped);
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TryMoveEntity(eventArgs.User, eventArgs.Dragged);
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}
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return true;
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