A bunch of AttachedEntity bullshit
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@@ -36,7 +36,7 @@ namespace Content.Server.Verbs
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// Get the list of verbs. This effectively also checks that the requested verb is in fact a valid verb that
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// the user can perform.
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var verbs = GetLocalVerbs(args.Target, userEntity.Value, args.Type)[args.Type];
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var verbs = GetLocalVerbs(args.Target, userEntity, args.Type)[args.Type];
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// Note that GetLocalVerbs might waste time checking & preparing unrelated verbs even though we know
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// precisely which one we want to run. However, MOST entities will only have 1 or 2 verbs of a given type.
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@@ -44,7 +44,7 @@ namespace Content.Server.Verbs
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// Find the requested verb.
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if (verbs.TryGetValue(args.RequestedVerb, out var verb))
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ExecuteVerb(verb, userEntity.Value, args.Target);
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ExecuteVerb(verb, userEntity, args.Target);
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else
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// 404 Verb not found. Note that this could happen due to something as simple as opening the verb menu, walking away, then trying
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// to run the pickup-item verb. So maybe this shouldn't even be logged?
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@@ -61,7 +61,7 @@ namespace Content.Server.Verbs
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return;
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}
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if (player.AttachedEntity == null)
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if (player.AttachedEntity == default)
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{
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Logger.Warning($"{nameof(HandleVerbRequest)} called by player {player} with no attached entity.");
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return;
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@@ -71,7 +71,7 @@ namespace Content.Server.Verbs
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// this, and some verbs (e.g. view variables) won't even care about whether an entity is accessible through
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// the entity menu or not.
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var response = new VerbsResponseEvent(args.EntityUid, GetLocalVerbs(args.EntityUid, player.AttachedEntity.Value, args.Type));
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var response = new VerbsResponseEvent(args.EntityUid, GetLocalVerbs(args.EntityUid, player.AttachedEntity, args.Type));
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RaiseNetworkEvent(response, player.ConnectedClient);
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}
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}
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