Inline IsValid
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@@ -146,7 +146,13 @@ namespace Content.Client.DoAfter.UI
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{
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base.FrameUpdate(args);
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if (AttachedEntity?.IsValid() != true ||
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IEntity? tempQualifier = AttachedEntity;
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if (tempQualifier != null)
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{
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IoCManager.Resolve<IEntityManager>().EntityExists(tempQualifier.Uid);
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}
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if (RETURNED_VALUE != true ||
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!AttachedEntity.TryGetComponent(out DoAfterComponent? doAfterComponent))
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{
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Visible = false;
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@@ -51,7 +51,7 @@ namespace Content.Client.IconSmoothing
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// Yes, we updates ALL smoothing entities surrounding us even if they would never smooth with us.
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// This is simpler to implement. If you want to optimize it be my guest.
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var senderEnt = ev.Sender;
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if (senderEnt.IsValid() &&
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if (IoCManager.Resolve<IEntityManager>().EntityExists(senderEnt.Uid) &&
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_mapManager.TryGetGrid(senderEnt.Transform.GridID, out var grid1) &&
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senderEnt.TryGetComponent(out IconSmoothComponent? iconSmooth)
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&& iconSmooth.Running)
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@@ -98,7 +98,7 @@ namespace Content.IntegrationTests.Tests
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server.Assert(() =>
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{
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Assert.That(mind.CurrentEntity.IsValid(), Is.True);
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Assert.That(IoCManager.Resolve<IEntityManager>().EntityExists(mind.CurrentEntity.Uid), Is.True);
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});
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await server.WaitIdleAsync();
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@@ -149,7 +149,7 @@ namespace Content.IntegrationTests.Tests
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server.Assert(() =>
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{
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Assert.That(mind.CurrentEntity.IsValid(), Is.True);
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Assert.That(IoCManager.Resolve<IEntityManager>().EntityExists(mind.CurrentEntity.Uid), Is.True);
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Assert.That(mind.CurrentEntity, Is.Not.EqualTo(playerEnt));
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});
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@@ -201,7 +201,7 @@ namespace Content.Server.Cargo.Components
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private void UpdateUIState()
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{
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if (_bankAccount == null || !Owner.IsValid())
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if (_bankAccount == null || !IoCManager.Resolve<IEntityManager>().EntityExists(Owner.Uid))
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{
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return;
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}
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@@ -191,7 +191,7 @@ namespace Content.Server.Hands.Systems
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var playerEnt = playerSession.AttachedEntity;
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if (playerEnt == null || !playerEnt.IsValid())
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if (playerEnt == null || !IoCManager.Resolve<IEntityManager>().EntityExists(playerEnt.Uid))
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return false;
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return playerEnt.TryGetComponent(out hands);
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@@ -221,7 +221,7 @@ namespace Content.Server.Hands.Systems
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var playerEnt = playerSession.AttachedEntity;
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if (playerEnt == null ||
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!playerEnt.IsValid() ||
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!IoCManager.Resolve<IEntityManager>().EntityExists(playerEnt.Uid) ||
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playerEnt.IsInContainer() ||
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!playerEnt.TryGetComponent(out SharedHandsComponent? hands) ||
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!hands.TryGetActiveHeldEntity(out var throwEnt) ||
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@@ -269,7 +269,7 @@ namespace Content.Server.Hands.Systems
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var plyEnt = playerSession.AttachedEntity;
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if (plyEnt == null || !plyEnt.IsValid())
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if (plyEnt == null || !IoCManager.Resolve<IEntityManager>().EntityExists(plyEnt.Uid))
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return;
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if (!plyEnt.TryGetComponent(out SharedHandsComponent? hands) ||
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@@ -90,7 +90,7 @@ namespace Content.Server.Interaction
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userEntity = ((IPlayerSession?) session)?.AttachedEntity;
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if (userEntity == null || !userEntity.IsValid())
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if (userEntity == null || !IoCManager.Resolve<IEntityManager>().EntityExists(userEntity.Uid))
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{
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Logger.WarningS("system.interaction",
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$"Client sent interaction with no attached entity. Session={session}");
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@@ -151,7 +151,7 @@ namespace Content.Server.Storage.EntitySystems
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var attachedEntity = session.AttachedEntity;
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// The component manages the set of sessions, so this invalid session should be removed soon.
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if (attachedEntity == null || !attachedEntity.IsValid())
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if (attachedEntity == null || !IoCManager.Resolve<IEntityManager>().EntityExists(attachedEntity.Uid))
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continue;
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if (storageMap != attachedEntity.Transform.MapID)
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@@ -82,7 +82,7 @@ namespace Content.Shared.Movement.EntitySystems
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var ent = session?.AttachedEntity;
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if (ent == null || !ent.IsValid())
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if (ent == null || !IoCManager.Resolve<IEntityManager>().EntityExists(ent.Uid))
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return false;
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if (!ent.TryGetComponent(out T? comp))
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