HandComponents now have a default hand, fixes crash
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@@ -59,7 +59,7 @@ namespace Content.Client.GameObjects
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public IEntity GetEntity(string index)
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{
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if (_hands.TryGetValue(index, out var entity))
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if (!string.IsNullOrEmpty(index) && _hands.TryGetValue(index, out var entity))
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{
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return entity;
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}
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@@ -166,6 +166,8 @@ namespace Content.Client.GameObjects
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{
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_hands.Add(slot, null);
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}
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serializer.DataField(this, x => ActiveIndex, "defaultHand", _hands.Keys.LastOrDefault());
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}
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public override void HandleMessage(ComponentMessage message, IComponent component)
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@@ -3,6 +3,7 @@
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using Robust.Shared.Utility;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Server.Interfaces.GameObjects;
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using Content.Shared.GameObjects;
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@@ -68,6 +69,8 @@ namespace Content.Server.GameObjects
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AddHand(handsname);
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}
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}
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serializer.DataField(ref activeIndex, "defaultHand", orderedHands.LastOrDefault());
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}
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public IEnumerable<ItemComponent> GetAllHeldItems()
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