Merge pull request #1263 from DrSmugleaf/buckle-locker-fix-1262
Fix buckle in general
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@@ -1,6 +1,7 @@
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using Content.Client.GameObjects.Components.Strap;
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using Content.Client.GameObjects.Components.Strap;
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using Content.Client.Interfaces.GameObjects.Components.Interaction;
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using Content.Shared.GameObjects.Components.Mobs;
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using Robust.Client.GameObjects;
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using Robust.Shared.GameObjects;
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namespace Content.Client.GameObjects.Components.Mobs
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@@ -9,6 +10,9 @@ namespace Content.Client.GameObjects.Components.Mobs
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public class BuckleComponent : SharedBuckleComponent, IClientDraggable
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{
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private bool _buckled;
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private int? _originalDrawDepth;
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protected override bool Buckled => _buckled;
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public override void HandleComponentState(ComponentState curState, ComponentState nextState)
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{
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@@ -18,9 +22,25 @@ namespace Content.Client.GameObjects.Components.Mobs
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}
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_buckled = buckle.Buckled;
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}
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protected override bool Buckled => _buckled;
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if (!Owner.TryGetComponent(out SpriteComponent ownerSprite))
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{
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return;
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}
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if (_buckled && buckle.DrawDepth.HasValue)
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{
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_originalDrawDepth ??= ownerSprite.DrawDepth;
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ownerSprite.DrawDepth = buckle.DrawDepth.Value;
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return;
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}
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if (!_buckled && _originalDrawDepth.HasValue)
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{
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ownerSprite.DrawDepth = _originalDrawDepth.Value;
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_originalDrawDepth = null;
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}
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}
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bool IClientDraggable.ClientCanDropOn(CanDropEventArgs eventArgs)
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{
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