* Check buckle.BuckledTo value before hugging interaction * Make InteractHandEvent to be used by BuckleSystem before InteractionPopupSystem instead of after
221 lines
8.4 KiB
C#
221 lines
8.4 KiB
C#
using System.Linq;
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using Content.Shared.Buckle.Components;
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using Content.Shared.DoAfter;
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using Content.Shared.DragDrop;
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using Content.Shared.IdentityManagement;
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using Content.Shared.Interaction;
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using Content.Shared.Verbs;
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using Robust.Shared.Utility;
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namespace Content.Shared.Buckle;
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// Partial class containing interaction & verb event handlers
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public abstract partial class SharedBuckleSystem
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{
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private void InitializeInteraction()
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{
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SubscribeLocalEvent<StrapComponent, GetVerbsEvent<InteractionVerb>>(AddStrapVerbs);
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SubscribeLocalEvent<StrapComponent, InteractHandEvent>(OnStrapInteractHand, before: [typeof(InteractionPopupSystem)]);
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SubscribeLocalEvent<StrapComponent, DragDropTargetEvent>(OnStrapDragDropTarget);
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SubscribeLocalEvent<StrapComponent, CanDropTargetEvent>(OnCanDropTarget);
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SubscribeLocalEvent<BuckleComponent, InteractHandEvent>(OnBuckleInteractHand, before: [typeof(InteractionPopupSystem)]);
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SubscribeLocalEvent<BuckleComponent, GetVerbsEvent<InteractionVerb>>(AddUnbuckleVerb);
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}
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private void OnCanDropTarget(EntityUid uid, StrapComponent component, ref CanDropTargetEvent args)
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{
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args.CanDrop = StrapCanDragDropOn(uid, args.User, uid, args.Dragged, component);
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args.Handled = true;
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}
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private void OnStrapDragDropTarget(EntityUid uid, StrapComponent component, ref DragDropTargetEvent args)
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{
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if (!StrapCanDragDropOn(uid, args.User, uid, args.Dragged, component))
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return;
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if (args.Dragged == args.User)
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{
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if (!TryComp(args.User, out BuckleComponent? buckle))
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return;
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args.Handled = TryBuckle(args.User, args.User, uid, buckle);
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}
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else
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{
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var doAfterArgs = new DoAfterArgs(EntityManager, args.User, component.BuckleDoafterTime, new BuckleDoAfterEvent(), args.Dragged, args.Dragged, uid)
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{
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BreakOnMove = true,
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BreakOnDamage = true,
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AttemptFrequency = AttemptFrequency.EveryTick
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};
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_doAfter.TryStartDoAfter(doAfterArgs);
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}
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}
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private bool StrapCanDragDropOn(
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EntityUid strapUid,
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EntityUid userUid,
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EntityUid targetUid,
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EntityUid buckleUid,
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StrapComponent? strapComp = null,
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BuckleComponent? buckleComp = null)
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{
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if (!Resolve(strapUid, ref strapComp, false) ||
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!Resolve(buckleUid, ref buckleComp, false))
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{
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return false;
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}
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bool Ignored(EntityUid entity) => entity == userUid || entity == buckleUid || entity == targetUid;
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return _interaction.InRangeUnobstructed(targetUid, buckleUid, buckleComp.Range, predicate: Ignored);
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}
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private void OnStrapInteractHand(EntityUid uid, StrapComponent component, InteractHandEvent args)
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{
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if (args.Handled)
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return;
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if (!component.Enabled)
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return;
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if (!TryComp(args.User, out BuckleComponent? buckle))
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return;
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// Buckle self
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if (buckle.BuckledTo == null && component.BuckleOnInteractHand && StrapHasSpace(uid, buckle, component))
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{
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TryBuckle(args.User, args.User, uid, buckle, popup: true);
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args.Handled = true;
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return;
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}
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// Unbuckle self
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if (buckle.BuckledTo == uid && TryUnbuckle(args.User, args.User, buckle, popup: true))
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{
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args.Handled = true;
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return;
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}
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// Unbuckle others
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if (component.BuckledEntities.TryFirstOrNull(out var buckled) && TryUnbuckle(buckled.Value, args.User))
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{
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args.Handled = true;
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return;
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}
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// TODO BUCKLE add out bool for whether a pop-up was generated or not.
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}
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private void OnBuckleInteractHand(Entity<BuckleComponent> ent, ref InteractHandEvent args)
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{
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if (args.Handled)
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return;
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if (ent.Comp.BuckledTo != null)
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args.Handled = TryUnbuckle(ent!, args.User, popup: true);
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// TODO BUCKLE add out bool for whether a pop-up was generated or not.
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}
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private void AddStrapVerbs(EntityUid uid, StrapComponent component, GetVerbsEvent<InteractionVerb> args)
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{
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if (args.Hands == null || !args.CanAccess || !args.CanInteract || !component.Enabled)
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return;
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// Note that for whatever bloody reason, buckle component has its own interaction range. Additionally, this
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// range can be set per-component, so we have to check a modified InRangeUnobstructed for every verb.
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// Add unstrap verbs for every strapped entity.
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foreach (var entity in component.BuckledEntities)
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{
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var buckledComp = Comp<BuckleComponent>(entity);
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if (!_interaction.InRangeUnobstructed(args.User, args.Target, range: buckledComp.Range))
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continue;
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var verb = new InteractionVerb()
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{
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Act = () => TryUnbuckle(entity, args.User, buckleComp: buckledComp),
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Category = VerbCategory.Unbuckle,
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Text = entity == args.User
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? Loc.GetString("verb-self-target-pronoun")
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: Identity.Name(entity, EntityManager)
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};
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// In the event that you have more than once entity with the same name strapped to the same object,
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// these two verbs will be identical according to Verb.CompareTo, and only one with actually be added to
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// the verb list. However this should rarely ever be a problem. If it ever is, it could be fixed by
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// appending an integer to verb.Text to distinguish the verbs.
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args.Verbs.Add(verb);
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}
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// Add a verb to buckle the user.
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if (TryComp<BuckleComponent>(args.User, out var buckle) &&
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buckle.BuckledTo != uid &&
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args.User != uid &&
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StrapHasSpace(uid, buckle, component) &&
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_interaction.InRangeUnobstructed(args.User, args.Target, range: buckle.Range))
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{
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InteractionVerb verb = new()
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{
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Act = () => TryBuckle(args.User, args.User, args.Target, buckle),
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Category = VerbCategory.Buckle,
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Text = Loc.GetString("verb-self-target-pronoun")
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};
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args.Verbs.Add(verb);
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}
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// If the user is currently holding/pulling an entity that can be buckled, add a verb for that.
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if (args.Using is { Valid: true } @using &&
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TryComp<BuckleComponent>(@using, out var usingBuckle) &&
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StrapHasSpace(uid, usingBuckle, component) &&
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_interaction.InRangeUnobstructed(@using, args.Target, range: usingBuckle.Range))
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{
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// Check that the entity is unobstructed from the target (ignoring the user).
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bool Ignored(EntityUid entity) => entity == args.User || entity == args.Target || entity == @using;
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if (!_interaction.InRangeUnobstructed(@using, args.Target, usingBuckle.Range, predicate: Ignored))
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return;
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var isPlayer = _playerManager.TryGetSessionByEntity(@using, out var _);
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InteractionVerb verb = new()
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{
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Act = () => TryBuckle(@using, args.User, args.Target, usingBuckle),
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Category = VerbCategory.Buckle,
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Text = Identity.Name(@using, EntityManager),
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// just a held object, the user is probably just trying to sit down.
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// If the used entity is a person being pulled, prioritize this verb. Conversely, if it is
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Priority = isPlayer ? 1 : -1
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};
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args.Verbs.Add(verb);
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}
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}
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private void AddUnbuckleVerb(EntityUid uid, BuckleComponent component, GetVerbsEvent<InteractionVerb> args)
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{
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if (!args.CanAccess || !args.CanInteract || !component.Buckled)
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return;
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InteractionVerb verb = new()
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{
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Act = () => TryUnbuckle(uid, args.User, buckleComp: component),
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Text = Loc.GetString("verb-categories-unbuckle"),
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Icon = new SpriteSpecifier.Texture(new("/Textures/Interface/VerbIcons/unbuckle.svg.192dpi.png"))
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};
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if (args.Target == args.User && args.Using == null)
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{
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// A user is left clicking themselves with an empty hand, while buckled.
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// It is very likely they are trying to unbuckle themselves.
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verb.Priority = 1;
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}
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args.Verbs.Add(verb);
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}
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}
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