makes conveyors to use machine linking & refactors machine linking a bit (#2464)
* makes conveyors to use machine linking & refactors machine linking a bit * nullable errors * temp commit, starting work on construction * working recipies & graphs * fixes crash * makes items gravitate towards the center when on a conveyor * makes conveyors take bool signal too * ignores components clientside * default arm entitymanager maxtransmitters unsubscribe methods * twowayLEVER * _ * componentreference struct * yaml run leverDefinitelyNotCopiedFromGirderNoNoNo dies today :( * nullable * no divide by 0 * making sloth happy * space gone - happy? * final fix * yes * adds item to lathe * conveyor item -> conveyor assembly * technology * reviews ADRESSED * Update Content.Shared/GameObjects/Verbs/VerbUtility.cs Co-authored-by: Paul <ritter.paul1+git@googlemail.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
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@@ -30,11 +30,15 @@ namespace Content.Server.GameObjects.Components.MachineLinking
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return;
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}
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if (transmitter.TransmitSignal(user, new ToggleSignal()))
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if (transmitter.TransmitSignal(new ToggleSignal()))
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{
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// Since the button doesn't have an animation, I'm going to use a popup message
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Owner.PopupMessage(user, Loc.GetString("Click."));
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}
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else
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{
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Owner.PopupMessage(user, Loc.GetString("No receivers connected."));
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}
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}
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}
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