Toilet Upgrade (needs review) (#22133)
* Toilet Draft * fixes * toilets now have secret stash to place items in cistern. * fixes * plungers now unblock toilets. * fix sprite * new sprites and fix * fixes * improve seat sprites. * fix * removed visualisersystem changed to genericvisualizers * flush sound for toilets and copyright for toilet sprites. * fix atrributions * fixes * fix datafield flushtime * sprite improvements * fixes * multiple changes * fix * fix * fixes remove vv * moved stash related functions to secret stash system from toilet. * fix * fix * changes for recent review. * fix * fix
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@@ -135,8 +135,7 @@ public sealed class DisposalUnitSystem : SharedDisposalUnitSystem
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{
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// This is not an interaction, activation, or alternative verb type because unfortunately most users are
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// unwilling to accept that this is where they belong and don't want to accidentally climb inside.
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if (!component.MobsCanEnter ||
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!args.CanAccess ||
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if (!args.CanAccess ||
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!args.CanInteract ||
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component.Container.ContainedEntities.Contains(args.User) ||
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!_actionBlockerSystem.CanMove(args.User))
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@@ -630,10 +629,10 @@ public sealed class DisposalUnitSystem : SharedDisposalUnitSystem
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switch (state)
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{
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case DisposalsPressureState.Flushed:
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_appearance.SetData(uid, SharedDisposalUnitComponent.Visuals.VisualState, SharedDisposalUnitComponent.VisualState.Flushing, appearance);
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_appearance.SetData(uid, SharedDisposalUnitComponent.Visuals.VisualState, SharedDisposalUnitComponent.VisualState.OverlayFlushing, appearance);
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break;
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case DisposalsPressureState.Pressurizing:
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_appearance.SetData(uid, SharedDisposalUnitComponent.Visuals.VisualState, SharedDisposalUnitComponent.VisualState.Charging, appearance);
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_appearance.SetData(uid, SharedDisposalUnitComponent.Visuals.VisualState, SharedDisposalUnitComponent.VisualState.OverlayCharging, appearance);
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break;
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case DisposalsPressureState.Ready:
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_appearance.SetData(uid, SharedDisposalUnitComponent.Visuals.VisualState, SharedDisposalUnitComponent.VisualState.Anchored, appearance);
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