get that crap outta here (completely rewrites inventorysystem) (#5807)
* some work * equip: done unequip: todo * unequipping done & refactored events * workin * movin * reee namespaces * stun * mobstate * fixes * some work on events * removes serverside itemcomp & misc fixes * work * smol merge fix * ports template to prototype & finishes ui * moves relay & adds containerenumerator * actions & cuffs * my god what is actioncode * more fixes * im loosing my grasp on reality * more fixes * more work * explosions * yes * more work * more fixes * merge master & misc fixed because i forgot to commit before merging master * more fixes * fixes * moar * more work * moar fixes * suffixmap * more work on client * motivation low * no. no containers * mirroring client to server * fixes * move serverinvcomp * serverinventorycomponent is dead * gaming * only strippable & ai left... * only ai and richtext left * fixes ai * fixes * fixes sprite layers * more fixes * resolves optional * yes * stable™️ * fixes * moar fixes * moar * fix some tests * lmao * no comment * good to merge™️ * fixes build but for real * adresses some reviews * adresses some more reviews * nullables, yo * fixes lobbyscreen * timid refactor to differentiate actor & target * adresses more reviews * more * my god what a mess * removed the rest of duplicates * removed duplicate slotflags and renamed shoes to feet * removes another unused one * yes * fixes lobby & makes tryunequip return unequipped item * fixes * some funny renames * fixes * misc improvements to attemptevents * fixes * merge fixes Co-authored-by: Paul Ritter <ritter.paul1@gmail.com>
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@@ -3,8 +3,6 @@ using System.Linq;
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using Content.Server.Administration.Managers;
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using Content.Server.Ghost.Components;
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using Content.Server.Headset;
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using Content.Server.Inventory.Components;
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using Content.Server.Items;
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using Content.Server.MoMMI;
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using Content.Server.Preferences.Managers;
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using Content.Server.Radio.EntitySystems;
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@@ -171,9 +169,10 @@ namespace Content.Server.Chat.Managers
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message = message[0].ToString().ToUpper() +
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message.Remove(0, 1);
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if (_entManager.TryGetComponent(source, out InventoryComponent? inventory) &&
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inventory.TryGetSlotItem(EquipmentSlotDefines.Slots.EARS, out ItemComponent? item) &&
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_entManager.TryGetComponent(item.Owner, out HeadsetComponent? headset))
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var invSystem = EntitySystem.Get<InventorySystem>();
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if (invSystem.TryGetSlotEntity(source, "ears", out var entityUid) &&
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_entManager.TryGetComponent(entityUid, out HeadsetComponent? headset))
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{
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headset.RadioRequested = true;
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}
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