Re-organize all projects (#4166)
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using Content.Server.Disposal.Unit.Components;
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using JetBrains.Annotations;
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using Robust.Shared.GameObjects;
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namespace Content.Server.Disposal.Unit.EntitySystems
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{
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[UsedImplicitly]
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internal sealed class DisposableSystem : EntitySystem
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{
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public override void Update(float frameTime)
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{
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foreach (var comp in ComponentManager.EntityQuery<DisposalHolderComponent>(true))
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{
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comp.Update(frameTime);
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}
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}
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}
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}
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@@ -0,0 +1,30 @@
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using Content.Server.Disposal.Unit.Components;
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using Robust.Shared.GameObjects;
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namespace Content.Server.Disposal.Unit.EntitySystems
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{
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public sealed class DisposalUnitSystem : EntitySystem
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{
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<DisposalUnitComponent, PhysicsBodyTypeChangedEvent>(BodyTypeChanged);
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}
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public override void Shutdown()
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{
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base.Shutdown();
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UnsubscribeLocalEvent<DisposalUnitComponent, PhysicsBodyTypeChangedEvent>();
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}
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private static void BodyTypeChanged(
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EntityUid uid,
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DisposalUnitComponent component,
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PhysicsBodyTypeChangedEvent args)
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{
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component.UpdateVisualState();
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}
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}
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}
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