Update trivial components to use auto comp states (#20539)
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@@ -2,10 +2,8 @@ using Content.Shared.Hands.Components;
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using Content.Shared.Physics;
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using Content.Shared.Rotation;
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using Robust.Shared.Audio;
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using Robust.Shared.GameStates;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Systems;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Standing
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{
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@@ -18,26 +16,6 @@ namespace Content.Shared.Standing
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// If StandingCollisionLayer value is ever changed to more than one layer, the logic needs to be edited.
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private const int StandingCollisionLayer = (int) CollisionGroup.MidImpassable;
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public override void Initialize()
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{
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SubscribeLocalEvent<StandingStateComponent, ComponentGetState>(OnGetState);
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SubscribeLocalEvent<StandingStateComponent, ComponentHandleState>(OnHandleState);
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}
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private void OnHandleState(EntityUid uid, StandingStateComponent component, ref ComponentHandleState args)
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{
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if (args.Current is not StandingComponentState state)
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return;
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component.Standing = state.Standing;
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component.ChangedFixtures = new List<string>(state.ChangedFixtures);
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}
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private void OnGetState(EntityUid uid, StandingStateComponent component, ref ComponentGetState args)
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{
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args.State = new StandingComponentState(component.Standing, component.ChangedFixtures);
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}
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public bool IsDown(EntityUid uid, StandingStateComponent? standingState = null)
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{
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if (!Resolve(uid, ref standingState, false))
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@@ -151,20 +129,6 @@ namespace Content.Shared.Standing
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return true;
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}
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// I'm not calling it StandingStateComponentState
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[Serializable, NetSerializable]
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private sealed class StandingComponentState : ComponentState
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{
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public bool Standing { get; }
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public List<string> ChangedFixtures { get; }
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public StandingComponentState(bool standing, List<string> changedFixtures)
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{
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Standing = standing;
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ChangedFixtures = changedFixtures;
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}
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}
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}
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public sealed class DropHandItemsEvent : EventArgs
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