Small MeleeWeaponSystem cleanup.
Now it TryGets the entities for lunges.
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@@ -46,7 +46,7 @@ namespace Content.Client.GameObjects.EntitySystems
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if (!EntityManager.TryGetEntity(msg.Attacker, out var attacker))
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if (!EntityManager.TryGetEntity(msg.Attacker, out var attacker))
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{
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{
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//FIXME: This should never happen.
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// FIXME: This should never happen.
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Logger.Error($"Tried to play a weapon arc {msg.ArcPrototype}, but the attacker does not exist. attacker={msg.Attacker}, source={msg.Source}");
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Logger.Error($"Tried to play a weapon arc {msg.ArcPrototype}, but the attacker does not exist. attacker={msg.Attacker}, source={msg.Source}");
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return;
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return;
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}
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}
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@@ -115,10 +115,15 @@ namespace Content.Client.GameObjects.EntitySystems
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private void PlayLunge(PlayLungeAnimationMessage msg)
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private void PlayLunge(PlayLungeAnimationMessage msg)
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{
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{
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EntityManager
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if (EntityManager.TryGetEntity(msg.Source, out var entity))
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.GetEntity(msg.Source)
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{
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.EnsureComponent<MeleeLungeComponent>()
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entity.EnsureComponent<MeleeLungeComponent>().SetData(msg.Angle);
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.SetData(msg.Angle);
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}
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else
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{
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// FIXME: This should never happen.
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Logger.Error($"Tried to play a lunge animation, but the entity \"{msg.Source}\" does not exist.");
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}
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}
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}
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}
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}
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}
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}
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