Use ActorComponent instead of IActorComponent or BasicActorComponent. (#3966)
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@@ -144,8 +144,8 @@ namespace Content.Server.GameObjects.Components.Body.Part
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if (_optionsCache.Count > 0)
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{
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OpenSurgeryUI(eventArgs.User.GetComponent<BasicActorComponent>().playerSession);
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BodyPartSlotRequest(eventArgs.User.GetComponent<BasicActorComponent>().playerSession,
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OpenSurgeryUI(eventArgs.User.GetComponent<ActorComponent>().PlayerSession);
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BodyPartSlotRequest(eventArgs.User.GetComponent<ActorComponent>().PlayerSession,
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toSend);
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_surgeonCache = eventArgs.User;
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_owningBodyCache = body;
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@@ -164,12 +164,12 @@ namespace Content.Server.GameObjects.Components.Body.Part
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private void ReceiveBodyPartSlot(int key)
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{
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if (_surgeonCache == null ||
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!_surgeonCache.TryGetComponent(out IActorComponent? actor))
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!_surgeonCache.TryGetComponent(out ActorComponent? actor))
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{
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return;
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}
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CloseSurgeryUI(actor.playerSession);
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CloseSurgeryUI(actor.PlayerSession);
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if (_owningBodyCache == null)
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{
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@@ -233,14 +233,14 @@ namespace Content.Server.GameObjects.Components.Body.Part
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return;
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}
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if (!user.TryGetComponent(out IActorComponent? actor))
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if (!user.TryGetComponent(out ActorComponent? actor))
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{
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return;
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}
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var groupController = IoCManager.Resolve<IConGroupController>();
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if (!groupController.CanCommand(actor.playerSession, "attachbodypart"))
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if (!groupController.CanCommand(actor.PlayerSession, "attachbodypart"))
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{
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return;
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}
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