Use ActorComponent instead of IActorComponent or BasicActorComponent. (#3966)
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@@ -18,12 +18,12 @@ namespace Content.Server.GameObjects.Components.Body
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void IActivate.Activate(ActivateEventArgs eventArgs)
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{
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if (!eventArgs.User.TryGetComponent(out IActorComponent? actor))
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if (!eventArgs.User.TryGetComponent(out ActorComponent? actor))
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{
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return;
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}
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var session = actor.playerSession;
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var session = actor.PlayerSession;
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if (session.AttachedEntity == null)
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{
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@@ -79,10 +79,10 @@ namespace Content.Server.GameObjects.Components.Body
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}
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if (OptionsCache.Count > 0 &&
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eventArgs.User.TryGetComponent(out IActorComponent? actor))
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eventArgs.User.TryGetComponent(out ActorComponent? actor))
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{
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OpenSurgeryUI(actor.playerSession);
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UpdateSurgeryUIBodyPartRequest(actor.playerSession, toSend);
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OpenSurgeryUI(actor.PlayerSession);
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UpdateSurgeryUIBodyPartRequest(actor.PlayerSession, toSend);
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PerformerCache = eventArgs.User;
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BodyCache = body;
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}
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@@ -99,12 +99,12 @@ namespace Content.Server.GameObjects.Components.Body
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private void HandleReceiveBodyPart(int key)
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{
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if (PerformerCache == null ||
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!PerformerCache.TryGetComponent(out IActorComponent? actor))
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!PerformerCache.TryGetComponent(out ActorComponent? actor))
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{
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return;
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}
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CloseSurgeryUI(actor.playerSession);
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CloseSurgeryUI(actor.PlayerSession);
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if (BodyCache == null)
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{
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@@ -144,8 +144,8 @@ namespace Content.Server.GameObjects.Components.Body.Part
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if (_optionsCache.Count > 0)
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{
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OpenSurgeryUI(eventArgs.User.GetComponent<BasicActorComponent>().playerSession);
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BodyPartSlotRequest(eventArgs.User.GetComponent<BasicActorComponent>().playerSession,
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OpenSurgeryUI(eventArgs.User.GetComponent<ActorComponent>().PlayerSession);
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BodyPartSlotRequest(eventArgs.User.GetComponent<ActorComponent>().PlayerSession,
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toSend);
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_surgeonCache = eventArgs.User;
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_owningBodyCache = body;
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@@ -164,12 +164,12 @@ namespace Content.Server.GameObjects.Components.Body.Part
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private void ReceiveBodyPartSlot(int key)
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{
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if (_surgeonCache == null ||
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!_surgeonCache.TryGetComponent(out IActorComponent? actor))
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!_surgeonCache.TryGetComponent(out ActorComponent? actor))
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{
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return;
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}
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CloseSurgeryUI(actor.playerSession);
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CloseSurgeryUI(actor.PlayerSession);
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if (_owningBodyCache == null)
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{
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@@ -233,14 +233,14 @@ namespace Content.Server.GameObjects.Components.Body.Part
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return;
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}
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if (!user.TryGetComponent(out IActorComponent? actor))
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if (!user.TryGetComponent(out ActorComponent? actor))
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{
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return;
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}
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var groupController = IoCManager.Resolve<IConGroupController>();
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if (!groupController.CanCommand(actor.playerSession, "attachbodypart"))
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if (!groupController.CanCommand(actor.PlayerSession, "attachbodypart"))
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{
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return;
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}
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@@ -56,7 +56,7 @@ namespace Content.Server.GameObjects.Components.Body.Surgery
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return false;
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}
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if (!eventArgs.User.TryGetComponent(out IActorComponent? actor))
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if (!eventArgs.User.TryGetComponent(out ActorComponent? actor))
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{
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return false;
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}
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@@ -81,8 +81,8 @@ namespace Content.Server.GameObjects.Components.Body.Surgery
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if (_optionsCache.Count > 0)
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{
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OpenSurgeryUI(actor.playerSession);
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UpdateSurgeryUIBodyPartRequest(actor.playerSession, toSend);
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OpenSurgeryUI(actor.PlayerSession);
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UpdateSurgeryUIBodyPartRequest(actor.PlayerSession, toSend);
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PerformerCache = eventArgs.User; // Also, cache the data.
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BodyCache = body;
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}
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@@ -131,8 +131,8 @@ namespace Content.Server.GameObjects.Components.Body.Surgery
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if (_optionsCache.Count > 0 && PerformerCache != null)
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{
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OpenSurgeryUI(PerformerCache.GetComponent<BasicActorComponent>().playerSession);
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UpdateSurgeryUIMechanismRequest(PerformerCache.GetComponent<BasicActorComponent>().playerSession,
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OpenSurgeryUI(PerformerCache.GetComponent<ActorComponent>().PlayerSession);
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UpdateSurgeryUIMechanismRequest(PerformerCache.GetComponent<ActorComponent>().PlayerSession,
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toSend);
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_callbackCache = callback;
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}
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@@ -214,12 +214,12 @@ namespace Content.Server.GameObjects.Components.Body.Surgery
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private void HandleReceiveBodyPart(int key)
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{
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if (PerformerCache == null ||
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!PerformerCache.TryGetComponent(out IActorComponent? actor))
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!PerformerCache.TryGetComponent(out ActorComponent? actor))
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{
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return;
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}
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CloseSurgeryUI(actor.playerSession);
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CloseSurgeryUI(actor.PlayerSession);
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// TODO: sanity checks to see whether user is in range, user is still able-bodied, target is still the same, etc etc
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if (!_optionsCache.TryGetValue(key, out var targetObject) ||
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BodyCache == null)
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@@ -248,13 +248,13 @@ namespace Content.Server.GameObjects.Components.Body.Surgery
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!_optionsCache.TryGetValue(key, out var targetObject) ||
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targetObject is not MechanismComponent target ||
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PerformerCache == null ||
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!PerformerCache.TryGetComponent(out IActorComponent? actor))
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!PerformerCache.TryGetComponent(out ActorComponent? actor))
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{
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NotUsefulAnymorePopup();
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return;
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}
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CloseSurgeryUI(actor.playerSession);
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CloseSurgeryUI(actor.PlayerSession);
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_callbackCache?.Invoke(target, BodyCache, this, PerformerCache);
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}
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