private void HandleInteractHand(EntityUid uid, BuckleComponent component, InteractHandEvent args)
{
- args.Handled = TryUnbuckle(uid, args.User, buckle: component);
+ if (TryUnbuckle(uid, args.User, buckle: component))
+ args.Handled = true;
}
private void MoveEvent(EntityUid uid, BuckleComponent buckle, ref MoveEvent ev)
if (HasComp<SleepingComponent>(uid))
return;
+ args.Handled = true;
+
var curTime = _gameTiming.CurTime;
if (curTime < component.LastInteractTime + component.InteractDelay)
}
component.LastInteractTime = curTime;
- args.Handled = true;
}
}