Replaces obsolete PhysicsComponent usage in Power and Node (#1515)
* Node Physics replacement * PowerReceiver Physics replacement * wires are anchored Co-authored-by: py01 <pyronetics01@gmail.com>
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@@ -48,7 +48,7 @@ namespace Content.Server.GameObjects.Components.Power.ApcNetComponents
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/// </summary>
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public bool Connectable => Anchored;
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private bool Anchored => !Owner.TryGetComponent<IPhysicsComponent>(out var physics) || physics.Anchored;
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private bool Anchored => !Owner.TryGetComponent<ICollidableComponent>(out var collidable) || collidable.Anchored;
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[ViewVariables]
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public bool NeedsProvider { get; private set; } = true;
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@@ -89,18 +89,18 @@ namespace Content.Server.GameObjects.Components.Power.ApcNetComponents
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{
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TryFindAndSetProvider();
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}
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if (Owner.TryGetComponent<IPhysicsComponent>(out var physics))
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if (Owner.TryGetComponent<ICollidableComponent>(out var collidable))
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{
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AnchorUpdate();
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((IPhysicsComponent) physics).AnchoredChanged += AnchorUpdate;
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collidable.AnchoredChanged += AnchorUpdate;
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}
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}
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public override void OnRemove()
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{
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if (Owner.TryGetComponent<IPhysicsComponent>(out var physics))
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if (Owner.TryGetComponent<ICollidableComponent>(out var collidable))
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{
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((IPhysicsComponent) physics).AnchoredChanged -= AnchorUpdate;
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collidable.AnchoredChanged -= AnchorUpdate;
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}
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_provider.RemoveReceiver(this);
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base.OnRemove();
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