The real movement refactor (#9645)
* The real movement refactor * ref events * Jetpack cleanup * a * Vehicles partially working * Balance tweaks * Restore some shitcode * AAAAAAAA * Even more prediction * ECS compstate trying to fix this * yml * vehicles kill me * Don't lock keys * a * Fix problem * Fix sounds * shuttle inputs * Shuttle controls * space brakes * Keybinds * Fix merge * Handle shutdown * Fix keys * Bump friction * fix buckle offset * Fix relay and friction * Fix jetpack turning * contexts amirite
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@@ -41,7 +41,7 @@ namespace Content.Server.Medical
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SubscribeLocalEvent<MedicalScannerComponent, ComponentInit>(OnComponentInit);
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SubscribeLocalEvent<MedicalScannerComponent, ActivateInWorldEvent>(OnActivated);
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SubscribeLocalEvent<MedicalScannerComponent, RelayMovementEntityEvent>(OnRelayMovement);
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SubscribeLocalEvent<MedicalScannerComponent, ContainerRelayMovementEntityEvent>(OnRelayMovement);
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SubscribeLocalEvent<MedicalScannerComponent, GetVerbsEvent<InteractionVerb>>(AddInsertOtherVerb);
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SubscribeLocalEvent<MedicalScannerComponent, GetVerbsEvent<AlternativeVerb>>(AddAlternativeVerbs);
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SubscribeLocalEvent<MedicalScannerComponent, DestructionEventArgs>(OnDestroyed);
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@@ -65,7 +65,7 @@ namespace Content.Server.Medical
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UpdateUserInterface(uid, scannerComponent);
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}
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private void OnRelayMovement(EntityUid uid, MedicalScannerComponent scannerComponent, RelayMovementEntityEvent args)
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private void OnRelayMovement(EntityUid uid, MedicalScannerComponent scannerComponent, ref ContainerRelayMovementEntityEvent args)
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{
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if (!_blocker.CanInteract(args.Entity, scannerComponent.Owner))
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return;
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