Fix click sorting (#11657)
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@@ -53,6 +53,9 @@ namespace Content.IntegrationTests.Tests
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var clientEntManager = client.ResolveDependency<IEntityManager>();
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var serverEntManager = server.ResolveDependency<IEntityManager>();
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var eyeManager = client.ResolveDependency<IEyeManager>();
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var spriteQuery = clientEntManager.GetEntityQuery<SpriteComponent>();
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var xformQuery = clientEntManager.GetEntityQuery<TransformComponent>();
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var eye = client.ResolveDependency<IEyeManager>().CurrentEye;
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var testMap = await PoolManager.CreateTestMap(pairTracker);
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await server.WaitPost(() =>
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@@ -69,7 +72,8 @@ namespace Content.IntegrationTests.Tests
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await client.WaitPost(() =>
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{
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clientEntManager.GetComponent<SpriteComponent>(entity).Scale = (scale, scale);
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var sprite = spriteQuery.GetComponent(entity);
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sprite.Scale = (scale, scale);
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// these tests currently all assume player eye is 0
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eyeManager.CurrentEye.Rotation = 0;
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@@ -77,7 +81,7 @@ namespace Content.IntegrationTests.Tests
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var pos = clientEntManager.GetComponent<TransformComponent>(entity).WorldPosition;
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var clickable = clientEntManager.GetComponent<ClickableComponent>(entity);
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hit = clickable.CheckClick((clickPosX, clickPosY) + pos, out _, out _);
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hit = clickable.CheckClick(sprite, xformQuery, (clickPosX, clickPosY) + pos, eye, out _, out _, out _);
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});
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await server.WaitPost(() =>
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