Refactor slip dropping to use throwing (#5476)
* Refactor slip dropping to use throwing * Update Content.Server/Fluids/EntitySystems/SpillableSystem.cs Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Uncringe * Update Content.Server/Fluids/EntitySystems/SpillableSystem.cs Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com>
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@@ -166,18 +166,6 @@ namespace Content.Server.Hands.Systems
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hands.ActivateHeldEntity(msg.HandName);
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}
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protected override void DropAllItemsInHands(IEntity entity, bool doMobChecks = true)
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{
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base.DropAllItemsInHands(entity, doMobChecks);
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if (!entity.TryGetComponent(out HandsComponent? hands)) return;
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foreach (var heldItem in hands.GetAllHeldItems())
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{
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hands.Drop(heldItem.Owner, doMobChecks, false);
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}
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}
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//TODO: Actually shows all items/clothing/etc.
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private void HandleExamined(EntityUid uid, HandsComponent component, ExaminedEvent args)
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{
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