Replace obsolete EntityWhitelist IsValid usages part 2 (#28506)
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@@ -15,6 +15,7 @@ using Content.Shared.Movement.Components;
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using Content.Shared.Movement.Systems;
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using Content.Shared.Popups;
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using Content.Shared.Weapons.Melee;
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using Content.Shared.Whitelist;
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using Robust.Shared.Containers;
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using Robust.Shared.Network;
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using Robust.Shared.Serialization;
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@@ -37,6 +38,7 @@ public abstract class SharedMechSystem : EntitySystem
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[Dependency] private readonly SharedMoverController _mover = default!;
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[Dependency] private readonly SharedPopupSystem _popup = default!;
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[Dependency] private readonly SharedDoAfterSystem _doAfter = default!;
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[Dependency] private readonly EntityWhitelistSystem _whitelistSystem = default!;
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/// <inheritdoc/>
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public override void Initialize()
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@@ -216,7 +218,7 @@ public abstract class SharedMechSystem : EntitySystem
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if (component.EquipmentContainer.ContainedEntities.Count >= component.MaxEquipmentAmount)
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return;
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if (component.EquipmentWhitelist != null && !component.EquipmentWhitelist.IsValid(toInsert))
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if (_whitelistSystem.IsWhitelistFail(component.EquipmentWhitelist, toInsert))
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return;
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equipmentComponent.EquipmentOwner = uid;
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