ai stays seated and pulled while cuffed. (#30397)
* ai stays seated while cuffed. * Do the thing I thought was dumb.... whatever. * less than
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@@ -202,7 +202,7 @@ namespace Content.Shared.Cuffs
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if (cancelled || user != ent.Owner)
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return;
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if (!TryComp<HandsComponent>(ent, out var hands) || ent.Comp.CuffedHandCount != hands.Count)
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if (!TryComp<HandsComponent>(ent, out var hands) || ent.Comp.CuffedHandCount < hands.Count)
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return;
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cancelled = true;
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