Makes many things use OwnerUid instead of Owner.Uid
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@@ -152,7 +152,7 @@ namespace Content.Shared.Body.Components
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var argsAdded = new BodyPartAddedEventArgs(slot.Id, part);
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EntitySystem.Get<SharedHumanoidAppearanceSystem>().BodyPartAdded(Owner.Uid, argsAdded);
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EntitySystem.Get<SharedHumanoidAppearanceSystem>().BodyPartAdded(OwnerUid, argsAdded);
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foreach (var component in Owner.GetAllComponents<IBodyPartAdded>().ToArray())
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{
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component.BodyPartAdded(argsAdded);
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@@ -180,7 +180,7 @@ namespace Content.Shared.Body.Components
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var args = new BodyPartRemovedEventArgs(slot.Id, part);
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EntitySystem.Get<SharedHumanoidAppearanceSystem>().BodyPartRemoved(Owner.Uid, args);
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EntitySystem.Get<SharedHumanoidAppearanceSystem>().BodyPartRemoved(OwnerUid, args);
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foreach (var component in Owner.GetAllComponents<IBodyPartRemoved>())
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{
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component.BodyPartRemoved(args);
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@@ -190,14 +190,14 @@ namespace Content.Shared.Body.Components
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if (part.PartType == BodyPartType.Leg &&
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GetPartsOfType(BodyPartType.Leg).ToArray().Length == 0)
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{
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EntitySystem.Get<StandingStateSystem>().Down(Owner.Uid);
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EntitySystem.Get<StandingStateSystem>().Down(OwnerUid);
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}
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if (part.IsVital && SlotParts.Count(x => x.Value.PartType == part.PartType) == 0)
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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(part.Owner.Uid, damage);
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EntitySystem.Get<DamageableSystem>().TryChangeDamage(part.OwnerUid, damage);
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}
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OnBodyChanged();
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@@ -556,7 +556,7 @@ 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, part.Owner.Uid);
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parts[i] = (slot.Id, part.OwnerUid);
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i++;
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}
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