using Content.Server.Speech.Components;
using Content.Server.Temperature.Components;
using Content.Shared.CombatMode;
+using Content.Shared.CombatMode.Pacification;
using Content.Shared.Damage;
using Content.Shared.Hands.Components;
using Content.Shared.Hands.EntitySystems;
//This is needed for stupid entities that fuck up combat mode component
//in an attempt to make an entity not attack. This is the easiest way to do it.
var combat = EnsureComp<CombatModeComponent>(target);
+ RemComp<PacifiedComponent>(target);
_combat.SetCanDisarm(target, false, combat);
_combat.SetInCombatMode(target, true, combat);