Refactor map loading & saving
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@@ -8,6 +8,7 @@ using Content.Shared.Movement.Events;
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using Robust.Shared.GameStates;
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using Robust.Shared.Input;
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using Robust.Shared.Input.Binding;
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using Robust.Shared.Map.Components;
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using Robust.Shared.Player;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization;
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@@ -207,7 +208,7 @@ namespace Content.Shared.Movement.Systems
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}
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// If we went from grid -> map we'll preserve our worldrotation
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if (relative != null && _mapManager.IsMap(relative.Value))
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if (relative != null && HasComp<MapComponent>(relative.Value))
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{
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targetRotation = currentRotation.FlipPositive().Reduced();
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}
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