* Defib Functionality
let defib work with living creatures
popup on defib attempt
* remove unused using
* remove now-unneeded CanDefibCrit datafield
* Remove now-unused targetCanBeAlive function
* maybe build it first
* refactor: whitespaces!
* refactor: extracted TryDoChainElectrocution
* refactor: now defibbing entities with buckled other entities will defib and electrocute them too. Small defib system refactor.
* remove not-implemented function
* provide inanimate object message, make popup a caution
* move the sound
reading comprehension
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Co-authored-by: Fildrance <fildrance@gmail.com>
* Check buckle.BuckledTo value before hugging interaction
* Make InteractHandEvent to be used by BuckleSystem before InteractionPopupSystem instead of after
* Add failing unbuckle InteractHand test
* Skip trybuckle if strap doesn't have space
* Unbuckle others not just user
* Fix test failing due to delay
* Change to raise event instead of calling OnInteractHand
* Add test for buckle and unbuckle on InteractHand
* Add tick delay
* Remove unneeded tick delay and clean up
* Comment code
* Cleanup
* Swap to fastest checks first
* Fix reading empty sequence when there are no buckled entities
* partial buckling refactor
* git mv test
* change test namespace
* git mv test
* Update test namespace
* Add pulling test
* Network BuckleTime
* Add two more tests
* smelly