Singularity equipment can now be activated with E interact (#33762)
These were coded to only listen to InteractHand, which doesn't follow our interaction model properly.
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@@ -31,7 +31,7 @@ public sealed class ContainmentFieldGeneratorSystem : EntitySystem
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SubscribeLocalEvent<ContainmentFieldGeneratorComponent, StartCollideEvent>(HandleGeneratorCollide);
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SubscribeLocalEvent<ContainmentFieldGeneratorComponent, ExaminedEvent>(OnExamine);
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SubscribeLocalEvent<ContainmentFieldGeneratorComponent, InteractHandEvent>(OnInteract);
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SubscribeLocalEvent<ContainmentFieldGeneratorComponent, ActivateInWorldEvent>(OnActivate);
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SubscribeLocalEvent<ContainmentFieldGeneratorComponent, AnchorStateChangedEvent>(OnAnchorChanged);
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SubscribeLocalEvent<ContainmentFieldGeneratorComponent, ReAnchorEvent>(OnReanchorEvent);
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SubscribeLocalEvent<ContainmentFieldGeneratorComponent, UnanchorAttemptEvent>(OnUnanchorAttempt);
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@@ -90,7 +90,7 @@ public sealed class ContainmentFieldGeneratorSystem : EntitySystem
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args.PushMarkup(Loc.GetString("comp-containment-off"));
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}
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private void OnInteract(Entity<ContainmentFieldGeneratorComponent> generator, ref InteractHandEvent args)
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private void OnActivate(Entity<ContainmentFieldGeneratorComponent> generator, ref ActivateInWorldEvent args)
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{
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if (args.Handled)
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return;
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