Kill ContainerHelpers (#20908)
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@@ -2,7 +2,6 @@ using Content.Server.Atmos.EntitySystems;
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using Content.Server.Body.Components;
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using Content.Server.Body.Systems;
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using Content.Server.Chemistry.EntitySystems;
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using Content.Server.Nutrition.Components;
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using Content.Shared.Nutrition.Components;
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using Content.Shared.Chemistry;
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using Content.Shared.Chemistry.Reagent;
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@@ -29,11 +28,12 @@ namespace Content.Server.Nutrition.EntitySystems
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[Dependency] private readonly InventorySystem _inventorySystem = default!;
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[Dependency] private readonly ClothingSystem _clothing = default!;
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[Dependency] private readonly SharedItemSystem _items = default!;
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[Dependency] private readonly SharedContainerSystem _container = default!;
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[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
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private const float UpdateTimer = 3f;
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private float _timer = 0f;
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private float _timer;
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/// <summary>
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/// We keep a list of active smokables, because iterating all existing smokables would be dumb.
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@@ -130,8 +130,8 @@ namespace Content.Server.Nutrition.EntitySystems
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// This is awful. I hate this so much.
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// TODO: Please, someone refactor containers and free me from this bullshit.
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if (!smokable.Owner.TryGetContainerMan(out var containerManager) ||
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!(_inventorySystem.TryGetSlotEntity(containerManager.Owner, "mask", out var inMaskSlotUid) && inMaskSlotUid == smokable.Owner) ||
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if (!_container.TryGetContainingContainer(uid, out var containerManager) ||
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!(_inventorySystem.TryGetSlotEntity(containerManager.Owner, "mask", out var inMaskSlotUid) && inMaskSlotUid == uid) ||
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!TryComp(containerManager.Owner, out BloodstreamComponent? bloodstream))
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{
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continue;
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