Fix sliding bug (#24846)
* Fix slip bug * debug assert * count * DebugAssert
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@@ -59,5 +59,4 @@ public sealed class SlidingSystem : EntitySystem
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Dirty(uid, component);
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Dirty(uid, component);
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}
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}
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}
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}
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@@ -9,6 +9,7 @@ using Robust.Shared.Audio.Systems;
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using Robust.Shared.Containers;
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using Robust.Shared.Containers;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Physics.Systems;
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using Robust.Shared.Physics.Systems;
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using Robust.Shared.Utility;
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namespace Content.Shared.Slippery;
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namespace Content.Shared.Slippery;
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@@ -75,7 +76,11 @@ public sealed class SlipperySystem : EntitySystem
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_physics.SetLinearVelocity(other, physics.LinearVelocity * component.LaunchForwardsMultiplier, body: physics);
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_physics.SetLinearVelocity(other, physics.LinearVelocity * component.LaunchForwardsMultiplier, body: physics);
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if (component.SuperSlippery)
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if (component.SuperSlippery)
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EnsureComp<SlidingComponent>(other);
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{
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var sliding = EnsureComp<SlidingComponent>(other);
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sliding.CollidingEntities.Add(uid);
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DebugTools.Assert(_physics.GetContactingEntities(other, physics).Contains(uid));
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}
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}
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}
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var playSound = !_statusEffects.HasStatusEffect(other, "KnockedDown");
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var playSound = !_statusEffects.HasStatusEffect(other, "KnockedDown");
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