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; } } }