using Content.Shared.Hands.Components;
using Content.Shared.Interaction;
using Content.Shared.Interaction.Events;
+using Content.Shared.Popups;
using Content.Shared.UserInterface;
using Content.Shared.Verbs;
using Robust.Server.GameObjects;
[Dependency] private readonly IAdminManager _adminManager = default!;
[Dependency] private readonly ActionBlockerSystem _blockerSystem = default!;
[Dependency] private readonly UserInterfaceSystem _uiSystem = default!;
+ [Dependency] private readonly SharedPopupSystem _popupSystem = default!;
public override void Initialize()
{
if (aui.SingleUser && (aui.CurrentSingleUser != null) && (actor.PlayerSession != aui.CurrentSingleUser))
{
+ string message = Loc.GetString("machine-already-in-use", ("machine", uiEntity));
+ _popupSystem.PopupEntity(message, uiEntity, user);
+
// If we get here, supposedly, the object is in use.
// Check with BUI that it's ACTUALLY in use just in case.
// Since this could brick the object if it goes wrong.
two-way-lever-right = push right
two-way-lever-cant = can't push the lever that way!
-recycler-count-items = Recycled {$items} objects.
\ No newline at end of file
+recycler-count-items = Recycled {$items} objects.
+
+machine-already-in-use = {CAPITALIZE(THE($machine))} is already in use.
\ No newline at end of file