Fix standing-state collisions resetting (#7469)
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
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@@ -1,12 +1,7 @@
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using System;
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using Content.Shared.Sound;
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using Robust.Shared.Analyzers;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameStates;
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using Robust.Shared.Players;
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using Robust.Shared.Serialization;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.ViewVariables;
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namespace Content.Shared.Standing
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{
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@@ -18,10 +13,16 @@ namespace Content.Shared.Standing
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[DataField("downSoundCollection")]
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public SoundSpecifier DownSoundCollection { get; } = new SoundCollectionSpecifier("BodyFall");
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[ViewVariables]
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[DataField("standing")]
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public bool Standing { get; set; } = true;
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/// <summary>
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/// List of fixtures that had vault-impassable prior to an entity being downed. Required when re-adding the
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/// collision mask.
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/// </summary>
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[DataField("vaultImpassableFixtures")]
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public List<string> VaultImpassableFixtures = new();
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public override ComponentState GetComponentState()
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{
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return new StandingComponentState(Standing);
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