using Content.Server.Hands.Components; using JetBrains.Annotations; using Robust.Shared.GameObjects; using Robust.Shared.IoC; namespace Content.Server.AI.WorldState.States.Inventory { /// /// AKA what's in active hand /// [UsedImplicitly] public sealed class EquippedEntityState : StateData { public override string Name => "EquippedEntity"; public override EntityUid? GetValue() { return IoCManager.Resolve().GetComponentOrNull(Owner)?.GetActiveHand?.Owner; } } }