Fix 3000 errors
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@@ -16,20 +16,19 @@ public class StandingStateSystem : EntitySystem
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var direction = EntityManager.TryGetComponent(uid, out PhysicsComponent? comp) ? comp.LinearVelocity / 50 : Vector2.Zero;
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var dropAngle = _random.NextFloat(0.8f, 1.2f);
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if (EntityManager.TryGetComponent(uid, out HandsComponent? hands))
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if (!EntityManager.TryGetComponent(uid, out HandsComponent? hands))
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return;
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foreach (var heldItem in hands.GetAllHeldItems())
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{
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foreach (var heldItem in hands.GetAllHeldItems())
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{
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if (hands.Drop(heldItem.Owner))
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{
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IEntity tempQualifier = EntityManager.GetEntity(uid);
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Throwing.ThrowHelper.TryThrow(heldItem.Owner,
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_random.NextAngle().RotateVec(direction / dropAngle +
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IoCManager.Resolve<IEntityManager>().GetComponent<TransformComponent>(tempQualifier).WorldRotation.ToVec() / 50),
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0.5f * dropAngle * _random.NextFloat(-0.9f, 1.1f),
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EntityManager.GetEntity(uid), 0);
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}
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}
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if (!hands.Drop(heldItem.Owner))
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continue;
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var worldRotation = EntityManager.GetComponent<TransformComponent>(uid).WorldRotation.ToVec();
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Throwing.ThrowHelper.TryThrow(heldItem.Owner,
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_random.NextAngle().RotateVec(direction / dropAngle + worldRotation / 50),
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0.5f * dropAngle * _random.NextFloat(-0.9f, 1.1f),
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uid, 0);
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}
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}
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