Make grinder use item slots (& misc eject-button changes) (#7197)
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@@ -36,7 +36,6 @@ namespace Content.Server.Nuke
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SubscribeLocalEvent<NukeComponent, AnchorStateChangedEvent>(OnAnchorChanged);
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// ui events
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SubscribeLocalEvent<NukeComponent, NukeEjectMessage>(OnEjectButtonPressed);
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SubscribeLocalEvent<NukeComponent, NukeAnchorMessage>(OnAnchorButtonPressed);
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SubscribeLocalEvent<NukeComponent, NukeArmedMessage>(OnArmButtonPressed);
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SubscribeLocalEvent<NukeComponent, NukeKeypadMessage>(OnKeypadButtonPressed);
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@@ -47,7 +46,7 @@ namespace Content.Server.Nuke
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private void OnInit(EntityUid uid, NukeComponent component, ComponentInit args)
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{
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component.RemainingTime = component.Timer;
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_itemSlots.AddItemSlot(uid, component.Name, component.DiskSlot);
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_itemSlots.AddItemSlot(uid, SharedNukeComponent.NukeDiskSlotId, component.DiskSlot);
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UpdateStatus(uid, component);
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UpdateUserInterface(uid, component);
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@@ -118,14 +117,6 @@ namespace Content.Server.Nuke
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#endregion
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#region UI Events
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private void OnEjectButtonPressed(EntityUid uid, NukeComponent component, NukeEjectMessage args)
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{
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if (!component.DiskSlot.HasItem)
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return;
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_itemSlots.TryEjectToHands(uid, component.DiskSlot, args.Session.AttachedEntity);
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}
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private async void OnAnchorButtonPressed(EntityUid uid, NukeComponent component, NukeAnchorMessage args)
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{
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if (!component.DiskSlot.HasItem)
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