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Move faction exception and everything it needs to shared (#25154)
* move faction prototype to shared * move faction exception and member stuff to shared * fix breaking changes for random stuff * move pettable friend stuff to shared * mostly fix * final fixy * dragonops * final fixy II * use querys and fix warpspeed fish (probably) * fixer * Rrrr! --------- Co-authored-by: deltanedas <@deltanedas:kde.org> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
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@@ -7,8 +7,6 @@ using Content.Server.Ghost.Roles.Components;
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using Content.Server.Ghost.Roles.Events;
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using Content.Server.Humanoid;
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using Content.Server.Mind;
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using Content.Server.NPC.Components;
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using Content.Server.NPC.Systems;
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using Content.Server.Nuke;
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using Content.Server.NukeOps;
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using Content.Server.Popups;
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@@ -30,6 +28,8 @@ using Content.Shared.Humanoid.Prototypes;
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using Content.Shared.Mind.Components;
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using Content.Shared.Mobs;
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using Content.Shared.Mobs.Components;
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using Content.Shared.NPC.Components;
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using Content.Shared.NPC.Systems;
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using Content.Shared.Nuke;
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using Content.Shared.NukeOps;
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using Content.Shared.Preferences;
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@@ -474,7 +474,7 @@ public sealed class NukeopsRuleSystem : GameRuleSystem<NukeopsRuleComponent>
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var eligibleQuery = EntityQueryEnumerator<StationEventEligibleComponent, NpcFactionMemberComponent>();
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while (eligibleQuery.MoveNext(out var eligibleUid, out var eligibleComp, out var member))
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{
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if (!_npcFaction.IsFactionHostile(component.Faction, eligibleUid, member))
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if (!_npcFaction.IsFactionHostile(component.Faction, (eligibleUid, member)))
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continue;
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eligible.Add((eligibleUid, eligibleComp, member));
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