Debody Food and Drink Systems, Combine Food and Drink into One System. (#39031)
* Shelve * 22 file diff * What if it was just better * Hold that thought * Near final Commit, then YAML hell * 95% done with cs * Working Commit * Final Commit (Before reviews tear it apart and kill me) * Add a really stupid comment. * KILL * EXPLODE TEST FAILS WITH MY MIND * I hate it here * TACTICAL NUCLEAR STRIKE * Wait what the fuck was I doing? * Comments * Me when I'm stupid * Food doesn't need solutions * API improvements with some API weirdness * Move non-API out of API * Better comment * Fixes and spelling mistakes * Final fixes * Final fixes for real... * Kill food and drink localization files because I hate them. * Water droplet fix * Utensil fixes * Fix verb priority (It should've been 2) * A few minor localization fixes * merge conflict and stuff * MERGE CONFLICT NUCLEAR WAR!!! * Cleanup --------- Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
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@@ -121,11 +121,8 @@ public sealed partial class OpenableSystem : EntitySystem
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private void OnTransferAttempt(Entity<OpenableComponent> ent, ref SolutionTransferAttemptEvent args)
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{
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if (!ent.Comp.Opened)
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{
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// message says its just for drinks, shouldn't matter since you typically dont have a food that is openable and can be poured out
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args.Cancel(Loc.GetString("drink-component-try-use-drink-not-open", ("owner", ent.Owner)));
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}
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if (ent.Comp.Opened)
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args.Cancel(Loc.GetString(ent.Comp.ClosedPopup, ("owner", ent.Owner)));
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}
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private void OnAttemptShake(Entity<OpenableComponent> entity, ref AttemptShakeEvent args)
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