Converted everything to use collision and physics component interfaces.
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@@ -143,10 +143,10 @@ namespace Content.Shared.GameObjects.Components.Movement
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public override void OnAdd()
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{
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// This component requires that the entity has a PhysicsComponent.
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if (!Owner.HasComponent<PhysicsComponent>())
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if (!Owner.HasComponent<IPhysicsComponent>())
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Logger.Error(
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$"[ECS] {Owner.Prototype?.Name} - {nameof(SharedPlayerInputMoverComponent)} requires" +
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$" {nameof(PhysicsComponent)}. ");
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$" {nameof(IPhysicsComponent)}. ");
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base.OnAdd();
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}
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@@ -54,8 +54,8 @@ namespace Content.Shared.GameObjects.EntitySystems
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base.Shutdown();
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}
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protected void UpdateKinematics(ITransformComponent transform, IMoverComponent mover, PhysicsComponent physics,
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CollidableComponent? collider = null)
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protected void UpdateKinematics(ITransformComponent transform, IMoverComponent mover, IPhysicsComponent physics,
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ICollidableComponent? collider = null)
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{
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if (physics.Controller == null)
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{
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@@ -110,10 +110,10 @@ namespace Content.Shared.GameObjects.EntitySystems
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}
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protected abstract void SetController(PhysicsComponent physics);
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protected abstract void SetController(IPhysicsComponent physics);
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private bool IsAroundCollider(ITransformComponent transform, IMoverComponent mover,
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CollidableComponent collider)
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ICollidableComponent collider)
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{
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foreach (var entity in _entityManager.GetEntitiesInRange(transform.Owner, mover.GrabRange, true))
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{
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@@ -122,7 +122,7 @@ namespace Content.Shared.GameObjects.EntitySystems
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continue; // Don't try to push off of yourself!
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}
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if (!entity.TryGetComponent<CollidableComponent>(out var otherCollider))
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if (!entity.TryGetComponent<ICollidableComponent>(out var otherCollider))
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{
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continue;
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}
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