ECS buckle (#12586)
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@@ -1,8 +1,7 @@
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using Content.Server.Buckle.Components;
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using Content.Shared.Vehicle.Components;
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using Content.Shared.MobState;
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using Content.Server.Standing;
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using Content.Shared.Hands;
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using Content.Shared.MobState;
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using Content.Shared.Vehicle.Components;
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using Robust.Shared.GameStates;
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namespace Content.Server.Vehicle
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@@ -57,10 +56,7 @@ namespace Content.Server.Vehicle
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public void UnbuckleFromVehicle(EntityUid uid)
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{
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if (!TryComp<BuckleComponent>(uid, out var buckle))
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return;
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buckle.TryUnbuckle(uid, true);
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_buckle.TryUnbuckle(uid, uid, true);
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}
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}
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}
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@@ -1,26 +1,21 @@
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using Content.Server.Buckle.Components;
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using Content.Shared.Vehicle.Components;
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using Content.Shared.Vehicle;
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using Content.Server.Buckle.Systems;
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using Content.Server.Hands.Systems;
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using Content.Server.Light.Components;
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using Content.Shared.Actions;
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using Content.Shared.Buckle.Components;
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using Content.Shared.Movement.Components;
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using Content.Shared.Containers.ItemSlots;
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using Content.Shared.Actions;
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using Content.Shared.Audio;
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using Content.Server.Light.Components;
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using Content.Server.Hands.Systems;
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using Content.Shared.Tag;
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using Content.Shared.Movement.Systems;
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using Content.Shared.Vehicle;
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using Content.Shared.Vehicle.Components;
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using Robust.Shared.Audio;
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using Robust.Shared.Containers;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Systems;
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using Robust.Shared.Player;
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using DrawDepth = Content.Shared.DrawDepth.DrawDepth;
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namespace Content.Server.Vehicle
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{
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public sealed partial class VehicleSystem : SharedVehicleSystem
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{
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[Dependency] private readonly BuckleSystem _buckle = default!;
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[Dependency] private readonly HandVirtualItemSystem _virtualItemSystem = default!;
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[Dependency] private readonly SharedActionsSystem _actionsSystem = default!;
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[Dependency] private readonly SharedJointSystem _joints = default!;
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