More (IComponent) shenanigans and also some contaminated IoCManager.Resolve<IEntityManager>() very long yes calls
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@@ -191,7 +191,7 @@ namespace Content.Shared.Body.Components
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{
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// TODO BODY SYSTEM KILL : Find a more elegant way of killing em than just dumping bloodloss damage.
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var damage = new DamageSpecifier(_prototypeManager.Index<DamageTypePrototype>("Bloodloss"), 300);
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EntitySystem.Get<DamageableSystem>().TryChangeDamage(((IComponent) part).Owner, damage);
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EntitySystem.Get<DamageableSystem>().TryChangeDamage(part.Owner, damage);
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}
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OnBodyChanged();
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@@ -468,7 +468,7 @@ namespace Content.Shared.Body.Components
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var i = 0;
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foreach (var (part, slot) in SlotParts)
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{
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parts[i] = (slot.Id, Owner: ((IComponent) part).Owner);
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parts[i] = (slot.Id, Owner: part.Owner);
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i++;
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}
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