using System.Collections.Generic; using Content.Server.Hands.Components; using JetBrains.Annotations; using Robust.Shared.GameObjects; namespace Content.Server.AI.WorldState.States.Inventory { [UsedImplicitly] public sealed class EnumerableInventoryState : StateData> { public override string Name => "EnumerableInventory"; public override IEnumerable GetValue() { if (Owner.TryGetComponent(out HandsComponent? handsComponent)) { foreach (var item in handsComponent.GetAllHeldItems()) { if (item.Owner.Deleted) continue; yield return item.Owner; } } } } }