Trigger Refactor (#39034)
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using Robust.Shared.GameStates;
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namespace Content.Shared.Trigger.Components.Triggers;
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/// <summary>
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/// Triggers when colliding with another entity.
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/// The user is the entity collided with.
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/// </summary>
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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public sealed partial class TriggerOnCollideComponent : BaseTriggerOnXComponent
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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), AutoNetworkedField]
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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, AutoNetworkedField]
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public bool IgnoreOtherNonHard = true;
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}
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