Pass CollisionMask to the sound systems (#968)
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@@ -2,6 +2,7 @@ using System;
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using System.Collections.Generic;
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using System.Linq;
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using Content.Shared.GameObjects.Components.Instruments;
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using Content.Shared.Physics;
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using JetBrains.Annotations;
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using NFluidsynth;
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using Robust.Shared.GameObjects;
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@@ -110,6 +111,7 @@ namespace Content.Client.GameObjects.Components.Instruments
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if (IsRendererAlive)
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return;
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_midiManager.OcclusionCollisionMask = (int) CollisionGroup.Impassable;
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_renderer = _midiManager.GetNewRenderer();
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if (_renderer != null)
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@@ -1,5 +1,6 @@
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using System.Collections.Generic;
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using Content.Shared.GameObjects.Components.Sound;
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using Content.Shared.Physics;
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using Robust.Client.GameObjects.EntitySystems;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.Systems;
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@@ -89,7 +90,7 @@ namespace Content.Client.GameObjects.Components.Sound
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public override void Initialize()
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{
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base.Initialize();
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EntitySystem.TryGet(out _audioSystem);
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if (EntitySystem.TryGet(out _audioSystem)) _audioSystem.OcclusionCollisionMask = (int) CollisionGroup.Impassable;
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}
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public override void ExposeData(ObjectSerializer serializer)
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