Content changes for engine RotateEvent removal PR (#11448)
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@@ -662,7 +662,7 @@ namespace Content.Server.ParticleAccelerator.Components
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appearanceComponent.SetData(ParticleAcceleratorVisuals.VisualState, state);
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}
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public override void Rotated()
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public override void Moved()
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{
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// We rotate OURSELVES when scanning for parts, so don't actually run rescan on rotate.
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// That would be silly.
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@@ -29,7 +29,7 @@ namespace Content.Server.ParticleAccelerator.Components
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Master?.RescanParts();
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}
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public virtual void Rotated()
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public virtual void Moved()
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{
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RescanIfPossible();
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}
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@@ -1,4 +1,4 @@
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using Content.Server.ParticleAccelerator.Components;
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using Content.Server.ParticleAccelerator.Components;
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using JetBrains.Annotations;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Physics.Events;
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@@ -10,7 +10,7 @@ namespace Content.Server.ParticleAccelerator.EntitySystems
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{
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private void InitializePartSystem()
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{
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SubscribeLocalEvent<ParticleAcceleratorPartComponent, RotateEvent>(OnRotateEvent);
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SubscribeLocalEvent<ParticleAcceleratorPartComponent, MoveEvent>(OnMoveEvent);
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SubscribeLocalEvent<ParticleAcceleratorPartComponent, PhysicsBodyTypeChangedEvent>(BodyTypeChanged);
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}
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@@ -22,9 +22,9 @@ namespace Content.Server.ParticleAccelerator.EntitySystems
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component.OnAnchorChanged();
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}
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private static void OnRotateEvent(EntityUid uid, ParticleAcceleratorPartComponent component, ref RotateEvent args)
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private static void OnMoveEvent(EntityUid uid, ParticleAcceleratorPartComponent component, ref MoveEvent args)
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{
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component.Rotated();
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component.Moved();
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}
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}
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}
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