Fix UtensilComponent interaction returning true even when doing nothing
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@@ -4,7 +4,6 @@ using System.Threading.Tasks;
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using Content.Server.GameObjects.Components.Nutrition;
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using Content.Server.GameObjects.Components.Nutrition;
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using Content.Shared.Interfaces.GameObjects.Components;
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using Content.Shared.Interfaces.GameObjects.Components;
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using Content.Shared.Utility;
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using Content.Shared.Utility;
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using Robust.Server.GameObjects;
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using Robust.Shared.Audio;
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using Robust.Shared.Audio;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.IoC;
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@@ -82,23 +81,23 @@ namespace Content.Server.GameObjects.Components.Culinary
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async Task<bool> IAfterInteract.AfterInteract(AfterInteractEventArgs eventArgs)
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async Task<bool> IAfterInteract.AfterInteract(AfterInteractEventArgs eventArgs)
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{
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{
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TryUseUtensil(eventArgs.User, eventArgs.Target);
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return TryUseUtensil(eventArgs.User, eventArgs.Target);
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return true;
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}
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}
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private void TryUseUtensil(IEntity user, IEntity? target)
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private bool TryUseUtensil(IEntity user, IEntity? target)
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{
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{
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if (target == null || !target.TryGetComponent(out FoodComponent? food))
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if (target == null || !target.TryGetComponent(out FoodComponent? food))
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{
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{
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return;
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return false;
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}
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}
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if (!user.InRangeUnobstructed(target, popup: true))
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if (!user.InRangeUnobstructed(target, popup: true))
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{
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{
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return;
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return false;
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}
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}
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food.TryUseFood(user, null, this);
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food.TryUseFood(user, null, this);
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return true;
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}
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}
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}
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}
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