Fix smartequip stunned behavior (#6779)
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@@ -1,5 +1,3 @@
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using System;
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using System.Diagnostics.CodeAnalysis;
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using System.Linq;
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using Content.Server.Administration.Logs;
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using Content.Server.Hands.Components;
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@@ -12,6 +10,7 @@ using Content.Shared.Database;
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using Content.Shared.Examine;
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using Content.Shared.Hands;
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using Content.Shared.Hands.Components;
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using Content.Shared.Stunnable;
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using Content.Shared.Input;
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using Content.Shared.Inventory;
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using Content.Shared.Physics.Pull;
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@@ -20,13 +19,9 @@ using JetBrains.Annotations;
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using Robust.Server.GameObjects;
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using Robust.Server.Player;
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using Robust.Shared.Containers;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameStates;
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using Robust.Shared.Input.Binding;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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using Robust.Shared.Player;
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using Robust.Shared.Players;
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using Robust.Shared.Utility;
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@@ -253,7 +248,10 @@ namespace Content.Server.Hands.Systems
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if (playerSession.AttachedEntity is not {Valid: true} plyEnt || !Exists(plyEnt))
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return;
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if (!EntityManager.TryGetComponent(plyEnt, out SharedHandsComponent? hands))
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if (!TryComp<SharedHandsComponent>(plyEnt, out var hands))
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return;
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if (HasComp<StunnedComponent>(plyEnt))
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return;
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if (!_inventorySystem.TryGetSlotEntity(plyEnt, equipmentSlot, out var slotEntity) ||
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