Refactor collision to use hard instead of a workaround (#1677)
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@@ -10,7 +10,6 @@ using Content.Shared.GameObjects.EntitySystems;
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using Content.Shared.GameObjects.Verbs;
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using Content.Shared.GameObjects.Verbs;
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using Content.Shared.Interfaces;
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using Content.Shared.Interfaces;
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using Content.Shared.Interfaces.GameObjects.Components;
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using Content.Shared.Interfaces.GameObjects.Components;
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using Content.Shared.Physics;
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using Robust.Server.GameObjects;
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using Robust.Server.GameObjects;
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using Robust.Server.GameObjects.Components.Container;
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using Robust.Server.GameObjects.Components.Container;
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using Robust.Server.GameObjects.EntitySystems;
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using Robust.Server.GameObjects.EntitySystems;
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@@ -50,8 +49,6 @@ namespace Content.Server.GameObjects.Components.Items.Storage
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private bool _occludesLight;
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private bool _occludesLight;
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private bool _open;
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private bool _open;
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private bool _isWeldedShut;
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private bool _isWeldedShut;
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private int _collisionMaskStorage;
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private int _collisionLayerStorage;
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[ViewVariables]
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[ViewVariables]
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protected Container Contents;
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protected Container Contents;
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@@ -202,18 +199,13 @@ namespace Content.Server.GameObjects.Components.Items.Storage
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{
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{
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if (!_isCollidableWhenOpen && Owner.TryGetComponent<ICollidableComponent>(out var collidableComponent))
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if (!_isCollidableWhenOpen && Owner.TryGetComponent<ICollidableComponent>(out var collidableComponent))
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{
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{
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var physShape = collidableComponent.PhysicsShapes[0];
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if (Open)
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if (Open)
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{
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{
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_collisionMaskStorage = physShape.CollisionMask;
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collidableComponent.Hard = false;
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physShape.CollisionMask = (int)CollisionGroup.Impassable;
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_collisionLayerStorage = physShape.CollisionLayer;
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physShape.CollisionLayer = (int)CollisionGroup.None;
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}
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}
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else
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else
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{
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{
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physShape.CollisionMask = _collisionMaskStorage;
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collidableComponent.Hard = true;
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physShape.CollisionLayer = _collisionLayerStorage;
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}
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}
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}
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}
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