Re-organize all projects (#4166)
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#nullable enable
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using Robust.Shared.GameObjects;
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using Robust.Shared.Physics.Collision;
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using Robust.Shared.Physics.Dynamics;
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namespace Content.Server.Singularity.Components
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{
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[RegisterComponent]
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public class ContainmentFieldComponent : Component, IStartCollide
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{
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public override string Name => "ContainmentField";
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public ContainmentFieldConnection? Parent;
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void IStartCollide.CollideWith(Fixture ourFixture, Fixture otherFixture, in Manifold manifold)
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{
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if (Parent == null)
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{
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Owner.QueueDelete();
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return;
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}
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Parent.TryRepell(Owner, otherFixture.Body.Owner);
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}
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}
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}
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