Gets rid of all ComponentManager usages. (#4707)
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@@ -28,7 +28,7 @@ namespace Content.Server.Damage.Systems
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private void HandleCollide(EntityUid uid, DamageOnHighSpeedImpactComponent component, StartCollideEvent args)
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{
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if (!ComponentManager.HasComponent<DamageableComponent>(uid)) return;
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if (!EntityManager.HasComponent<DamageableComponent>(uid)) return;
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var otherBody = args.OtherFixture.Body.Owner;
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var speed = args.OurFixture.Body.LinearVelocity.Length;
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@@ -42,7 +42,7 @@ namespace Content.Server.Damage.Systems
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component.LastHit = _gameTiming.CurTime;
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if (ComponentManager.TryGetComponent(uid, out StunnableComponent? stun) && _robustRandom.Prob(component.StunChance))
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if (EntityManager.TryGetComponent(uid, out StunnableComponent? stun) && _robustRandom.Prob(component.StunChance))
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stun.Stun(component.StunSeconds);
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var damageScale = (speed / component.MinimumSpeed) * component.Factor;
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