Add test for adding each component individually to an entity (#1870)
* Add test for adding each component individually to entities * Put one-to-one test before all-at-once test
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@@ -28,6 +28,7 @@ using Robust.Shared.Random;
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using Robust.Shared.Serialization;
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using Robust.Shared.Utility;
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using Content.Shared.GameObjects.Components.Damage;
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using Robust.Shared.GameObjects;
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namespace Content.Server.GameObjects.Components.Weapon.Ranged.Barrels
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{
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@@ -157,7 +158,12 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged.Barrels
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public override void OnAdd()
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{
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base.OnAdd();
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var rangedWeaponComponent = Owner.GetComponent<ServerRangedWeaponComponent>();
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if (!Owner.EnsureComponent(out ServerRangedWeaponComponent rangedWeaponComponent))
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{
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Logger.Warning(
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$"Entity {Owner.Name} at {Owner.Transform.MapPosition} didn't have a {nameof(ServerRangedWeaponComponent)}");
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}
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rangedWeaponComponent.Barrel ??= this;
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rangedWeaponComponent.FireHandler += Fire;
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