<commit_before>#include <Box2D/Dynamics/b2WorldCallbacks.h>
#include "augs/math/steering.h"
#include "augs/templates/container_templates.h"
#include "augs/templates/algorithm_templates.h"
#include "game/detail/physics/physics_queries.h"
#include "game/detail/entity_scripts.h"
#include "game/components/movement_component.h"
#include "game/components/gun_component.h"
#include "game/components/melee_component.h"
#include "game/components/car_component.h"
#include "game/components/sentience_component.h"
#include "game/components/missile_component.h"
#include "game/components/attitude_component.h"
#include "game/components/container_component.h"
#include "game/components/sender_component.h"
#include "game/detail/inventory/perform_transfer.h"
#include "game/detail/inventory/inventory_slot.h"
#include "game/cosmos/entity_handle.h"
#include "game/cosmos/cosmos.h"

void unset_input_flags_of_orphaned_entity(entity_handle e) {
	if (auto* const car = e.find<components::car>()) {
		car->reset_movement_flags();
	}

	if (auto* const movement = e.find<components::movement>()) {
		movement->reset_movement_flags();
	}

	if (auto* const gun = e.find<components::gun>()) {
		gun->is_trigger_pressed = false;
	}

	if (auto* const melee = e.find<components::melee>()) {
		melee->reset_weapon(e);
	}
}

identified_danger assess_danger(
	const const_entity_handle victim, 
	const const_entity_handle danger
) {
	identified_danger result;
<commit_msg>Unset arming_requested on orphaning<commit_after>#include <Box2D/Dynamics/b2WorldCallbacks.h>
#include "augs/math/steering.h"
#include "augs/templates/container_templates.h"
#include "augs/templates/algorithm_templates.h"
#include "game/detail/physics/physics_queries.h"
#include "game/detail/entity_scripts.h"
#include "game/components/movement_component.h"
#include "game/components/gun_component.h"
#include "game/components/melee_component.h"
#include "game/components/car_component.h"
#include "game/components/sentience_component.h"
#include "game/components/missile_component.h"
#include "game/components/attitude_component.h"
#include "game/components/container_component.h"
#include "game/components/sender_component.h"
#include "game/detail/inventory/perform_transfer.h"
#include "game/detail/inventory/inventory_slot.h"
#include "game/cosmos/entity_handle.h"
#include "game/cosmos/cosmos.h"

void unset_input_flags_of_orphaned_entity(entity_handle e) {
	if (auto* const car = e.find<components::car>()) {
		car->reset_movement_flags();
	}

	if (auto* const movement = e.find<components::movement>()) {
		movement->reset_movement_flags();
	}

	if (auto* const gun = e.find<components::gun>()) {
		gun->is_trigger_pressed = false;
	}

	if (auto* const melee = e.find<components::melee>()) {
		melee->reset_weapon(e);
	}

	if (auto* const hand_fuse = e.find<components::hand_fuse>()) {
		hand_fuse->arming_requested = false;
	}
}

identified_danger assess_danger(
	const const_entity_handle victim, 
	const const_entity_handle danger
) {
	identified_danger result;

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