using Content.Server.GameObjects;
using JetBrains.Annotations;
using Robust.Shared.Interfaces.GameObjects;
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 IEntity GetValue()
{
if (!Owner.TryGetComponent(out HandsComponent handsComponent))
{
return null;
}
return handsComponent.GetActiveHand?.Owner;
}
}
}