Inline TryGetComponent completely, for real
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@@ -39,7 +39,7 @@ namespace Content.Client.Weapons.Melee.Components
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offset *= (ResetTime - _time) / ResetTime;
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}
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if (Owner.TryGetComponent(out ISpriteComponent? spriteComponent))
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if (IoCManager.Resolve<IEntityManager>().TryGetComponent(Owner.Uid, out ISpriteComponent? spriteComponent))
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{
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spriteComponent.Offset = offset;
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}
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@@ -65,7 +65,7 @@ namespace Content.Client.Weapons.Melee
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// Due to ISpriteComponent limitations, weapons that don't use an RSI won't have this effect.
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if (EntityManager.TryGetEntity(msg.Source, out var source) &&
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msg.TextureEffect &&
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source.TryGetComponent(out ISpriteComponent? sourceSprite) &&
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IoCManager.Resolve<IEntityManager>().TryGetComponent(source.Uid, out ISpriteComponent? sourceSprite) &&
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sourceSprite.BaseRSI?.Path != null)
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{
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var curTime = _gameTiming.CurTime;
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@@ -93,7 +93,7 @@ namespace Content.Client.Weapons.Melee
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continue;
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}
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if (!hitEntity.TryGetComponent(out ISpriteComponent? sprite))
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if (!IoCManager.Resolve<IEntityManager>().TryGetComponent(hitEntity.Uid, out ISpriteComponent? sprite))
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{
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continue;
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}
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@@ -48,12 +48,12 @@ namespace Content.Client.Weapons.Ranged
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}
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var entity = _playerManager.LocalPlayer?.ControlledEntity;
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if (entity == null || !entity.TryGetComponent(out SharedHandsComponent? hands))
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if (entity == null || !IoCManager.Resolve<IEntityManager>().TryGetComponent(entity.Uid, out SharedHandsComponent? hands))
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{
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return;
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}
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if (!hands.TryGetActiveHeldEntity(out var held) || !held.TryGetComponent(out ClientRangedWeaponComponent? weapon))
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if (!hands.TryGetActiveHeldEntity(out var held) || !IoCManager.Resolve<IEntityManager>().TryGetComponent(held.Uid, out ClientRangedWeaponComponent? weapon))
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{
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_blocked = true;
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return;
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