using System.Collections.Generic; using Content.Server.GameObjects; using JetBrains.Annotations; using Robust.Shared.Interfaces.GameObjects; namespace Content.Server.AI.WorldState.States.Hands { [UsedImplicitly] public class HandItemsState : StateData> { public override string Name => "HandItems"; public override List GetValue() { var result = new List(); if (!Owner.TryGetComponent(out HandsComponent handsComponent)) { return result; } foreach (var hand in handsComponent.ActivePriorityEnumerable()) { var item = handsComponent.GetHand(hand); if (item != null) { result.Add(item.Owner); } } return result; } } }