TriggerSystem improvements (#35762)
* desynchronizer real * yaml stuff from slarti branch * C# stuff * oops * fix triggers * atomize PR --------- Co-authored-by: Flareguy <woaj9999@outlook.com>
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@@ -1,15 +1,20 @@
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namespace Content.Server.Explosion.Components
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{
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[RegisterComponent]
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public sealed partial class TriggerOnCollideComponent : Component
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{
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[DataField("fixtureID", required: true)]
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public string FixtureID = String.Empty;
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namespace Content.Server.Explosion.Components;
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/// <summary>
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/// Doesn't trigger if the other colliding fixture is nonhard.
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/// </summary>
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[DataField("ignoreOtherNonHard")]
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public bool IgnoreOtherNonHard = true;
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}
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/// <summary>
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/// Triggers when colliding with another entity.
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/// </summary>
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[RegisterComponent]
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public sealed partial class TriggerOnCollideComponent : Component
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{
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/// <summary>
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/// The fixture with which to collide.
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/// </summary>
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[DataField(required: true)]
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public string FixtureID = string.Empty;
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/// <summary>
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/// Doesn't trigger if the other colliding fixture is nonhard.
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/// </summary>
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[DataField]
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public bool IgnoreOtherNonHard = true;
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}
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