Inline TryGetComponent completely, for real
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@@ -1,6 +1,7 @@
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using Content.Server.Hands.Components;
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using Content.Server.Items;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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namespace Content.Server.AI.Operators.Inventory
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{
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@@ -21,12 +22,12 @@ namespace Content.Server.AI.Operators.Inventory
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public override Outcome Execute(float frameTime)
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{
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// TODO: Also have this check storage a la backpack etc.
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if (!_owner.TryGetComponent(out HandsComponent? handsComponent))
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if (!IoCManager.Resolve<IEntityManager>().TryGetComponent(_owner.Uid, out HandsComponent? handsComponent))
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{
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return Outcome.Failed;
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}
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if (!_target.TryGetComponent(out ItemComponent? itemComponent))
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if (!IoCManager.Resolve<IEntityManager>().TryGetComponent(_target.Uid, out ItemComponent? itemComponent))
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{
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return Outcome.Failed;
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}
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