Update TriggerSystem.TimedCollide.cs to not use Component.Owner (#29970)
Update TriggerSystem.TimedCollide.cs Co-authored-by: plykiya <plykiya@protonmail.com>
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@@ -1,4 +1,4 @@
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using System.Linq;
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using System.Linq;
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using Content.Server.Explosion.Components;
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using Content.Server.Explosion.EntitySystems;
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using Robust.Shared.Physics.Dynamics;
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@@ -42,14 +42,15 @@ public sealed partial class TriggerSystem
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private void UpdateTimedCollide(float frameTime)
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{
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foreach (var (activeTrigger, triggerOnTimedCollide) in EntityQuery<ActiveTriggerOnTimedCollideComponent, TriggerOnTimedCollideComponent>())
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var query = EntityQueryEnumerator<ActiveTriggerOnTimedCollideComponent, TriggerOnTimedCollideComponent>();
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while (query.MoveNext(out var uid, out _, out var triggerOnTimedCollide))
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{
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foreach (var (collidingEntity, collidingTimer) in triggerOnTimedCollide.Colliding)
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{
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triggerOnTimedCollide.Colliding[collidingEntity] += frameTime;
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if (collidingTimer > triggerOnTimedCollide.Threshold)
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{
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RaiseLocalEvent(activeTrigger.Owner, new TriggerEvent(activeTrigger.Owner, collidingEntity), true);
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RaiseLocalEvent(uid, new TriggerEvent(uid, collidingEntity), true);
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triggerOnTimedCollide.Colliding[collidingEntity] -= triggerOnTimedCollide.Threshold;
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}
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}
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