Xeno spitter fixes (#18573)
* Xeno spitter fixes - Require hands for pickup compounds - Ranged combat can force movement to ignore LOS checks if ranged wants better LOS. * Also spirates IDK how this worked before but TryGetGun shouldn't care about combatmode. * 1 more
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@@ -126,8 +126,11 @@ public abstract partial class SharedGunSystem : EntitySystem
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var user = args.SenderSession.AttachedEntity;
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if (user == null ||
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!_combatMode.IsInCombatMode(user) ||
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!TryGetGun(user.Value, out var ent, out var gun))
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{
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return;
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}
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if (ent != msg.Gun)
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return;
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@@ -165,9 +168,6 @@ public abstract partial class SharedGunSystem : EntitySystem
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gunEntity = default;
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gunComp = null;
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if (!_combatMode.IsInCombatMode(entity))
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return false;
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if (EntityManager.TryGetComponent(entity, out HandsComponent? hands) &&
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hands.ActiveHandEntity is { } held &&
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TryComp(held, out GunComponent? gun))
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