Remove FixtureId (#19280)
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@@ -38,10 +38,10 @@ public abstract class SharedCorporealSystem : EntitySystem
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if (TryComp<FixturesComponent>(uid, out var fixtures) && fixtures.FixtureCount >= 1)
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{
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var fixture = fixtures.Fixtures.Values.First();
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var fixture = fixtures.Fixtures.First();
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_physics.SetCollisionMask(uid, fixture, (int) (CollisionGroup.SmallMobMask | CollisionGroup.GhostImpassable), fixtures);
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_physics.SetCollisionLayer(uid, fixture, (int) CollisionGroup.SmallMobLayer, fixtures);
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_physics.SetCollisionMask(uid, fixture.Key, fixture.Value, (int) (CollisionGroup.SmallMobMask | CollisionGroup.GhostImpassable), fixtures);
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_physics.SetCollisionLayer(uid, fixture.Key, fixture.Value, (int) CollisionGroup.SmallMobLayer, fixtures);
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}
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_movement.RefreshMovementSpeedModifiers(uid);
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}
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@@ -52,10 +52,10 @@ public abstract class SharedCorporealSystem : EntitySystem
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if (TryComp<FixturesComponent>(uid, out var fixtures) && fixtures.FixtureCount >= 1)
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{
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var fixture = fixtures.Fixtures.Values.First();
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var fixture = fixtures.Fixtures.First();
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_physics.SetCollisionMask(uid, fixture, (int) CollisionGroup.GhostImpassable, fixtures);
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_physics.SetCollisionLayer(uid, fixture, 0, fixtures);
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_physics.SetCollisionMask(uid, fixture.Key, fixture.Value, (int) CollisionGroup.GhostImpassable, fixtures);
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_physics.SetCollisionLayer(uid, fixture.Key, fixture.Value, 0, fixtures);
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}
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component.MovementSpeedDebuff = 1; //just so we can avoid annoying code elsewhere
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_movement.RefreshMovementSpeedModifiers(uid);
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