Virtual items cleanup (#23912)
* Virtual items cleanup * Detail * Review --------- Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
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@@ -1,4 +1,5 @@
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using System.Numerics;
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using Content.Server.Inventory;
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using Content.Server.Pulling;
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using Content.Server.Stack;
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using Content.Server.Stunnable;
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@@ -9,6 +10,7 @@ using Content.Shared.Explosion;
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using Content.Shared.Hands.Components;
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using Content.Shared.Hands.EntitySystems;
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using Content.Shared.Input;
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using Content.Shared.Inventory.VirtualItem;
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using Content.Shared.Physics.Pull;
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using Content.Shared.Pulling.Components;
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using Content.Shared.Stacks;
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@@ -26,7 +28,7 @@ namespace Content.Server.Hands.Systems
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{
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly StackSystem _stackSystem = default!;
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[Dependency] private readonly HandVirtualItemSystem _virtualItemSystem = default!;
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[Dependency] private readonly VirtualItemSystem _virtualItemSystem = default!;
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[Dependency] private readonly ActionBlockerSystem _actionBlockerSystem = default!;
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[Dependency] private readonly SharedHandsSystem _handsSystem = default!;
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[Dependency] private readonly PullingSystem _pullingSystem = default!;
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@@ -148,7 +150,7 @@ namespace Content.Server.Hands.Systems
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foreach (var hand in component.Hands.Values)
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{
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if (hand.HeldEntity == null
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|| !TryComp(hand.HeldEntity, out HandVirtualItemComponent? virtualItem)
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|| !TryComp(hand.HeldEntity, out VirtualItemComponent? virtualItem)
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|| virtualItem.BlockingEntity != args.Pulled.Owner)
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continue;
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