Fix the client not passing the weapon to can attack checks (#28040)
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@@ -16,8 +16,6 @@ using Robust.Client.State;
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using Robust.Shared.Input;
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using Robust.Shared.Input;
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using Robust.Shared.Map;
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using Robust.Shared.Map;
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using Robust.Shared.Player;
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using Robust.Shared.Player;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Timing;
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namespace Content.Client.Weapons.Melee;
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namespace Content.Client.Weapons.Melee;
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@@ -66,7 +64,7 @@ public sealed partial class MeleeWeaponSystem : SharedMeleeWeaponSystem
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if (!TryGetWeapon(entity, out var weaponUid, out var weapon))
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if (!TryGetWeapon(entity, out var weaponUid, out var weapon))
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return;
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return;
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if (!CombatMode.IsInCombatMode(entity) || !Blocker.CanAttack(entity))
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if (!CombatMode.IsInCombatMode(entity) || !Blocker.CanAttack(entity, weapon: (weaponUid, weapon)))
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{
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{
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weapon.Attacking = false;
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weapon.Attacking = false;
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return;
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return;
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