Makes many things use OwnerUid instead of Owner.Uid
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@@ -30,7 +30,7 @@ namespace Content.Shared.Slippery
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private void HandleCollide(EntityUid uid, SlipperyComponent component, StartCollideEvent args)
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{
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var otherUid = args.OtherFixture.Body.Owner.Uid;
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var otherUid = args.OtherFixture.Body.OwnerUid;
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if (!CanSlip(component, otherUid)) return;
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@@ -71,7 +71,7 @@ namespace Content.Shared.Slippery
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private bool TrySlip(SlipperyComponent component, IPhysBody ourBody, IPhysBody otherBody)
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{
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if (!CanSlip(component, otherBody.Owner.Uid)) return false;
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if (!CanSlip(component, otherBody.OwnerUid)) return false;
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if (otherBody.LinearVelocity.Length < component.RequiredSlipSpeed)
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{
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@@ -86,14 +86,14 @@ namespace Content.Shared.Slippery
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}
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var ev = new SlipAttemptEvent();
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RaiseLocalEvent(otherBody.Owner.Uid, ev, false);
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RaiseLocalEvent(otherBody.OwnerUid, ev, false);
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if (ev.Cancelled)
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return false;
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otherBody.LinearVelocity *= component.LaunchForwardsMultiplier;
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_stunSystem.TryParalyze(otherBody.Owner.Uid, TimeSpan.FromSeconds(5));
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component.Slipped.Add(otherBody.Owner.Uid);
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_stunSystem.TryParalyze(otherBody.OwnerUid, TimeSpan.FromSeconds(5));
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component.Slipped.Add(otherBody.OwnerUid);
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component.Dirty();
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PlaySound(component);
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