Clean up all missing EntitySystem proxy method uses (#38353)
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@@ -67,7 +67,7 @@ public sealed class SuitSensorSystem : EntitySystem
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base.Update(frameTime);
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var curTime = _gameTiming.CurTime;
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var sensors = EntityManager.EntityQueryEnumerator<SuitSensorComponent, DeviceNetworkComponent>();
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var sensors = EntityQueryEnumerator<SuitSensorComponent, DeviceNetworkComponent>();
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while (sensors.MoveNext(out var uid, out var sensor, out var device))
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{
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@@ -391,7 +391,7 @@ public sealed class SuitSensorSystem : EntitySystem
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// get health mob state
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var isAlive = false;
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if (EntityManager.TryGetComponent(sensor.User.Value, out MobStateComponent? mobState))
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if (TryComp(sensor.User.Value, out MobStateComponent? mobState))
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isAlive = !_mobStateSystem.IsDead(sensor.User.Value, mobState);
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// get mob total damage
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