Fix build (#1447)
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@@ -1,4 +1,5 @@
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using Content.Shared.GameObjects.Components.Movement;
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#nullable enable
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using Content.Shared.GameObjects.Components.Movement;
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using Robust.Shared.GameObjects.Components;
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using Robust.Shared.Interfaces.Physics;
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using Robust.Shared.IoC;
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@@ -10,7 +11,7 @@ namespace Content.Shared.Physics
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public class MoverController : VirtualController
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{
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private Vector2 _velocity;
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private ICollidableComponent _component = null;
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private ICollidableComponent? _component;
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public Vector2 Velocity
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{
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@@ -30,8 +31,8 @@ namespace Content.Shared.Physics
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public void Move(Vector2 velocityDirection, float speed)
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{
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if (!_component.Owner.HasComponent<MovementIgnoreGravityComponent>() && IoCManager
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.Resolve<IPhysicsManager>().IsWeightless(_component.Owner.Transform.GridPosition)) return;
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if (_component?.Owner.HasComponent<MovementIgnoreGravityComponent>() == false
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&& IoCManager.Resolve<IPhysicsManager>().IsWeightless(_component.Owner.Transform.GridPosition)) return;
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Push(velocityDirection, speed);
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}
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@@ -49,6 +50,11 @@ namespace Content.Shared.Physics
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{
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base.UpdateBeforeProcessing();
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if (_component == null)
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{
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return;
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}
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if (Velocity == Vector2.Zero)
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{
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// Try to stop movement
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