using Content.Shared.Nutrition.Components;
using Content.Shared.Popups;
using Content.Shared.Roles;
+using Content.Shared.Pulling.Components;
using Content.Shared.Tools.Components;
using Content.Shared.Weapons.Melee;
using Content.Shared.Zombies;
RemComp(target, handsComp);
}
+ RemComp<SharedPullerComponent>(target);
+
// No longer waiting to become a zombie:
// Requires deferral because this is (probably) the event which called ZombifyEntity in the first place.
RemCompDeferred<PendingZombieComponent>(target);