using Content.Shared.ActionBlocker; using Content.Shared.Movement.EntitySystems; using Content.Shared.Pulling.Components; using Robust.Shared.GameObjects; using Robust.Shared.IoC; namespace Content.Shared.Pulling.Systems { public class SharedPullableSystem : EntitySystem { [Dependency] private readonly ActionBlockerSystem _blocker = default!; [Dependency] private readonly SharedPullingSystem _pullSystem = default!; public override void Initialize() { base.Initialize(); SubscribeLocalEvent(OnRelayMoveInput); } private void OnRelayMoveInput(EntityUid uid, SharedPullableComponent component, RelayMoveInputEvent args) { var entity = args.Session.AttachedEntity; if (entity == null || !_blocker.CanMove(entity)) return; _pullSystem.TryStopPull(component); } } }