predict itemcabinet (#14045)
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65
Content.Shared/Cabinet/ItemCabinetComponent.cs
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65
Content.Shared/Cabinet/ItemCabinetComponent.cs
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using Content.Shared.Containers.ItemSlots;
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using Robust.Shared.Audio;
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using Robust.Shared.GameStates;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Cabinet;
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/// <summary>
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/// Used for entities that can be opened, closed, and can hold one item. E.g., fire extinguisher cabinets.
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/// </summary>
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[RegisterComponent, NetworkedComponent]
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public sealed class ItemCabinetComponent : Component
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{
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/// <summary>
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/// Sound to be played when the cabinet door is opened.
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/// </summary>
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[DataField("doorSound"), ViewVariables(VVAccess.ReadWrite)]
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public SoundSpecifier? DoorSound;
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/// <summary>
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/// The <see cref="ItemSlot"/> that stores the actual item. The entity whitelist, sounds, and other
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/// behaviours are specified by this <see cref="ItemSlot"/> definition.
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/// </summary>
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[DataField("cabinetSlot"), ViewVariables]
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public ItemSlot CabinetSlot = new();
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/// <summary>
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/// Whether the cabinet is currently open or not.
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/// </summary>
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[DataField("opened")]
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public bool Opened;
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/// <summary>
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/// The state for when the cabinet is open
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/// </summary>
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[DataField("openState"), ViewVariables(VVAccess.ReadWrite)]
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public string? OpenState;
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/// <summary>
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/// The state for when the cabinet is closed
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/// </summary>
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[DataField("closedState"), ViewVariables(VVAccess.ReadWrite)]
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public string? ClosedState;
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}
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[Serializable, NetSerializable]
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public sealed class ItemCabinetComponentState : ComponentState
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{
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public SoundSpecifier? DoorSound;
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public bool Opened;
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public string? OpenState;
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public string? ClosedState;
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public ItemCabinetComponentState(SoundSpecifier? doorSound, bool opened, string? openState, string? closedState)
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{
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DoorSound = doorSound;
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Opened = opened;
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OpenState = openState;
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ClosedState = closedState;
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}
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}
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@@ -1,11 +0,0 @@
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using Robust.Shared.Serialization;
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namespace Content.Shared.Cabinet
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{
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[Serializable, NetSerializable]
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public enum ItemCabinetVisuals : byte
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{
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IsOpen,
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ContainsItem
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}
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}
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148
Content.Shared/Cabinet/SharedItemCabinetSystem.cs
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148
Content.Shared/Cabinet/SharedItemCabinetSystem.cs
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using Content.Shared.Containers.ItemSlots;
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using Content.Shared.Interaction;
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using Content.Shared.Lock;
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using Content.Shared.Verbs;
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using Robust.Shared.Audio;
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using Robust.Shared.Containers;
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using Robust.Shared.GameStates;
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using Robust.Shared.Timing;
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namespace Content.Shared.Cabinet;
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public abstract class SharedItemCabinetSystem : EntitySystem
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{
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly ItemSlotsSystem _itemSlots = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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/// <inheritdoc/>
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public override void Initialize()
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{
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SubscribeLocalEvent<ItemCabinetComponent, ComponentGetState>(OnGetState);
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SubscribeLocalEvent<ItemCabinetComponent, ComponentHandleState>(OnHandleState);
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SubscribeLocalEvent<ItemCabinetComponent, ComponentInit>(OnComponentInit);
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SubscribeLocalEvent<ItemCabinetComponent, ComponentRemove>(OnComponentRemove);
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SubscribeLocalEvent<ItemCabinetComponent, ComponentStartup>(OnComponentStartup);
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SubscribeLocalEvent<ItemCabinetComponent, ActivateInWorldEvent>(OnActivateInWorld);
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SubscribeLocalEvent<ItemCabinetComponent, GetVerbsEvent<AlternativeVerb>>(AddToggleOpenVerb);
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SubscribeLocalEvent<ItemCabinetComponent, EntInsertedIntoContainerMessage>(OnContainerModified);
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SubscribeLocalEvent<ItemCabinetComponent, EntRemovedFromContainerMessage>(OnContainerModified);
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SubscribeLocalEvent<ItemCabinetComponent, LockToggleAttemptEvent>(OnLockToggleAttempt);
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}
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private void OnGetState(EntityUid uid, ItemCabinetComponent component, ref ComponentGetState args)
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{
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args.State = new ItemCabinetComponentState(component.DoorSound,
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component.Opened,
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component.OpenState,
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component.ClosedState);
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}
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private void OnHandleState(EntityUid uid, ItemCabinetComponent component, ref ComponentHandleState args)
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{
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if (args.Current is not ItemCabinetComponentState state)
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return;
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component.DoorSound = state.DoorSound;
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component.Opened = state.Opened;
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component.OpenState = state.OpenState;
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component.ClosedState = state.ClosedState;
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}
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private void OnComponentInit(EntityUid uid, ItemCabinetComponent cabinet, ComponentInit args)
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{
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_itemSlots.AddItemSlot(uid, "ItemCabinet", cabinet.CabinetSlot);
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}
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private void OnComponentRemove(EntityUid uid, ItemCabinetComponent cabinet, ComponentRemove args)
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{
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_itemSlots.RemoveItemSlot(uid, cabinet.CabinetSlot);
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}
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private void OnComponentStartup(EntityUid uid, ItemCabinetComponent cabinet, ComponentStartup args)
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{
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UpdateAppearance(uid, cabinet);
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_itemSlots.SetLock(uid, cabinet.CabinetSlot, !cabinet.Opened);
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}
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protected virtual void UpdateAppearance(EntityUid uid, ItemCabinetComponent? cabinet = null)
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{
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// we don't fuck with appearance data, and instead just manually update the sprite on the client
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}
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private void OnContainerModified(EntityUid uid, ItemCabinetComponent cabinet, ContainerModifiedMessage args)
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{
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if (!cabinet.Initialized)
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return;
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if (args.Container.ID == cabinet.CabinetSlot.ID)
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UpdateAppearance(uid, cabinet);
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}
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private void OnLockToggleAttempt(EntityUid uid, ItemCabinetComponent cabinet, ref LockToggleAttemptEvent args)
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{
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// Cannot lock or unlock while open.
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if (cabinet.Opened)
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args.Cancelled = true;
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}
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private void AddToggleOpenVerb(EntityUid uid, ItemCabinetComponent cabinet, GetVerbsEvent<AlternativeVerb> args)
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{
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if (args.Hands == null || !args.CanAccess || !args.CanInteract)
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return;
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if (TryComp<LockComponent>(uid, out var lockComponent) && lockComponent.Locked)
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return;
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// Toggle open verb
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AlternativeVerb toggleVerb = new()
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{
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Act = () => ToggleItemCabinet(uid, args.User, cabinet)
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};
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if (cabinet.Opened)
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{
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toggleVerb.Text = Loc.GetString("verb-common-close");
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toggleVerb.IconTexture = "/Textures/Interface/VerbIcons/close.svg.192dpi.png";
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}
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else
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{
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toggleVerb.Text = Loc.GetString("verb-common-open");
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toggleVerb.IconTexture = "/Textures/Interface/VerbIcons/open.svg.192dpi.png";
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}
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args.Verbs.Add(toggleVerb);
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}
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private void OnActivateInWorld(EntityUid uid, ItemCabinetComponent comp, ActivateInWorldEvent args)
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{
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if (args.Handled)
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return;
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args.Handled = true;
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ToggleItemCabinet(uid, args.User, comp);
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}
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/// <summary>
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/// Toggles the ItemCabinet's state.
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/// </summary>
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public void ToggleItemCabinet(EntityUid uid, EntityUid? user = null, ItemCabinetComponent? cabinet = null)
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{
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if (!Resolve(uid, ref cabinet))
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return;
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if (TryComp<LockComponent>(uid, out var lockComponent) && lockComponent.Locked)
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return;
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cabinet.Opened = !cabinet.Opened;
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Dirty(cabinet);
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_itemSlots.SetLock(uid, cabinet.CabinetSlot, !cabinet.Opened);
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if (_timing.IsFirstTimePredicted)
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{
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UpdateAppearance(uid, cabinet);
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_audio.PlayPredicted(cabinet.DoorSound, uid, user, AudioParams.Default.WithVariation(0.15f));
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}
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}
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}
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