Wires are now broken in explosions, and drop cables.
Using the wire cutters on a wire drops a cable. Fix bug where bullets raise an exception when the hit object deletes itself.
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@@ -1,5 +1,6 @@
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using System.Linq;
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using System.Linq;
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using Content.Server.GameObjects.Components.Interactable.Tools;
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using Content.Server.GameObjects.Components.Interactable.Tools;
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using Content.Server.GameObjects.Components.Stack;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Server.GameObjects.EntitySystems;
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using Robust.Server.Interfaces.GameObjects;
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using Robust.Server.Interfaces.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects;
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@@ -137,6 +138,11 @@ namespace Content.Server.GameObjects.Components.Power
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if (eventArgs.AttackWith.TryGetComponent(out WirecutterComponent wirecutter))
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if (eventArgs.AttackWith.TryGetComponent(out WirecutterComponent wirecutter))
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{
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{
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Owner.Delete();
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Owner.Delete();
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var droppedEnt = Owner.EntityManager.SpawnEntityAt("CableStack", eventArgs.ClickLocation);
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if (droppedEnt.TryGetComponent<StackComponent>(out var stackComp))
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stackComp.Count = 1;
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return true;
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return true;
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}
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}
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return false;
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return false;
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@@ -77,7 +77,7 @@ namespace Content.Server.GameObjects.Components.Projectiles
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}
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}
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}
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}
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if (entity.TryGetComponent(out CameraRecoilComponent recoilComponent)
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if (!entity.Deleted && entity.TryGetComponent(out CameraRecoilComponent recoilComponent)
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&& Owner.TryGetComponent(out PhysicsComponent physicsComponent))
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&& Owner.TryGetComponent(out PhysicsComponent physicsComponent))
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{
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{
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var direction = physicsComponent.LinearVelocity.Normalized;
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var direction = physicsComponent.LinearVelocity.Normalized;
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@@ -22,6 +22,9 @@
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key: power_cables
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key: power_cables
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mode: CardinalFlags
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mode: CardinalFlags
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- type: SubFloorHide
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- type: SubFloorHide
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- type: Destructible
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thresholdvalue: 100
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spawnondestroy: CableStack
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snap:
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snap:
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- Wire
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- Wire
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