Remove FixtureId (#19280)
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@@ -57,9 +57,9 @@ namespace Content.Server.Atmos.EntitySystems
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if (TryComp<FixturesComponent>(uid, out var fixtures))
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{
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foreach (var fixture in fixtures.Fixtures.Values)
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foreach (var (id, fixture) in fixtures.Fixtures)
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{
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_physics.AddCollisionMask(uid, fixture, (int) CollisionGroup.TableLayer, manager: fixtures);
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_physics.AddCollisionMask(uid, id, fixture, (int) CollisionGroup.TableLayer, manager: fixtures);
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}
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}
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}
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@@ -70,15 +70,16 @@ namespace Content.Server.Atmos.EntitySystems
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}
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}
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private void AddMobMovedByPressure(MovedByPressureComponent component, PhysicsComponent body)
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private void AddMobMovedByPressure(EntityUid uid, MovedByPressureComponent component, PhysicsComponent body)
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{
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if (!TryComp<FixturesComponent>(component.Owner, out var fixtures)) return;
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if (!TryComp<FixturesComponent>(uid, out var fixtures))
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return;
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_physics.SetBodyStatus(body, BodyStatus.InAir);
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foreach (var fixture in fixtures.Fixtures.Values)
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foreach (var (id, fixture) in fixtures.Fixtures)
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{
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_physics.RemoveCollisionMask(body.Owner, fixture, (int) CollisionGroup.TableLayer, manager: fixtures);
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_physics.RemoveCollisionMask(uid, id, fixture, (int) CollisionGroup.TableLayer, manager: fixtures);
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}
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// TODO: Make them dynamic type? Ehh but they still want movement so uhh make it non-predicted like weightless?
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@@ -214,7 +215,7 @@ namespace Content.Server.Atmos.EntitySystems
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{
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if (HasComp<MobStateComponent>(uid))
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{
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AddMobMovedByPressure(component, physics);
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AddMobMovedByPressure(uid, component, physics);
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}
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if (maxForce > MovedByPressureComponent.ThrowForce)
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