Fix girder not having correct physics layers, add TileNotBlocked construction condition
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@@ -0,0 +1,32 @@
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using Content.Shared.Maps;
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using JetBrains.Annotations;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Construction.ConstructionConditions
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{
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[UsedImplicitly]
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public class TileNotBlocked : IConstructionCondition
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{
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private bool _filterMobs = false;
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private bool _failIfSpace = true;
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public void ExposeData(ObjectSerializer serializer)
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{
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serializer.DataField(ref _filterMobs, "filterMobs", false);
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serializer.DataField(ref _failIfSpace, "failIfSpace", true);
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}
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public bool Condition(IEntity user, EntityCoordinates location, Direction direction)
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{
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var tileRef = location.GetTileRef();
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if (tileRef == null || tileRef.Value.IsSpace())
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return !_failIfSpace;
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return !tileRef.Value.IsBlockedTurf(_filterMobs);
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}
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}
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}
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@@ -1,4 +1,5 @@
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using System.Collections.Generic;
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using System;
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using System.Collections.Generic;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization;
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using Robust.Shared.Utility;
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