Fix build
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@@ -45,7 +45,7 @@ namespace Content.Server.Chemistry.Components
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public bool TryDoInject(EntityUid? target, EntityUid user)
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{
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if (!EligibleEntity(target))
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if (!EligibleEntity(target, _entMan))
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return false;
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string? msgFormat = null;
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@@ -54,7 +54,7 @@ namespace Content.Server.Chemistry.Components
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{
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msgFormat = "hypospray-component-inject-self-message";
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}
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else if (EligibleEntity(user) && ClumsyComponent.TryRollClumsy(user, ClumsyFailChance))
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else if (EligibleEntity(user, _entMan) && ClumsyComponent.TryRollClumsy(user, ClumsyFailChance))
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{
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msgFormat = "hypospray-component-inject-self-clumsy-message";
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target = user;
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@@ -113,13 +113,13 @@ namespace Content.Server.Chemistry.Components
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EntitySystem.Get<SolutionContainerSystem>().TryAddSolution(target.Value, targetSolution, removedSolution);
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static bool EligibleEntity([NotNullWhen(true)] EntityUid? entity)
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static bool EligibleEntity([NotNullWhen(true)] EntityUid? entity, IEntityManager entMan)
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{
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// TODO: Does checking for BodyComponent make sense as a "can be hypospray'd" tag?
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// In SS13 the hypospray ONLY works on mobs, NOT beakers or anything else.
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return _entMan.HasComponent<SolutionContainerManagerComponent>(entity)
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&& _entMan.HasComponent<MobStateComponent>(entity);
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return entMan.HasComponent<SolutionContainerManagerComponent>(entity)
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&& entMan.HasComponent<MobStateComponent>(entity);
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}
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return true;
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