Update trivial components to use auto comp states (#20539)
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@@ -8,11 +8,13 @@ using Content.Server.Chemistry.EntitySystems;
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using Content.Server.CombatMode.Disarm;
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using Content.Server.Contests;
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using Content.Server.Movement.Systems;
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using Content.Shared.Administration.Components;
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using Content.Shared.Actions.Events;
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using Content.Shared.Administration.Components;
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using Content.Shared.CombatMode;
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using Content.Shared.Damage.Events;
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using Content.Shared.Damage.Systems;
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using Content.Shared.Database;
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using Content.Shared.Effects;
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using Content.Shared.FixedPoint;
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using Content.Shared.Hands.Components;
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using Content.Shared.IdentityManagement;
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@@ -29,8 +31,6 @@ using Robust.Shared.Map;
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using Robust.Shared.Player;
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using Robust.Shared.Players;
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using Robust.Shared.Random;
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using Content.Shared.Effects;
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using Content.Shared.Damage.Systems;
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namespace Content.Server.Weapons.Melee;
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@@ -57,7 +57,7 @@ public sealed class MeleeWeaponSystem : SharedMeleeWeaponSystem
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private void OnMeleeExamineDamage(EntityUid uid, MeleeWeaponComponent component, ref DamageExamineEvent args)
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{
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if (component.HideFromExamine)
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if (component.Hidden)
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return;
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var damageSpec = GetDamage(uid, args.User, component);
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