Use ActorComponent instead of IActorComponent or BasicActorComponent. (#3966)
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@@ -47,7 +47,7 @@ namespace Content.Server.Physics.Controllers
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foreach (var (singularity, physics) in ComponentManager.EntityQuery<ServerSingularityComponent, PhysicsComponent>())
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{
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if (singularity.Owner.HasComponent<BasicActorComponent>()) continue;
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if (singularity.Owner.HasComponent<ActorComponent>()) continue;
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// TODO: Need to essentially use a push vector in a random direction for us PLUS
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// Any entity colliding with our larger circlebox needs to have an impulse applied to itself.
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