Enable nullability in Content.Server (#3685)
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@@ -36,10 +36,10 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
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// Given there's different collision layers stored for each node in the graph it's probably not worth it to cache this
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// Also this will help with corner-cutting
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PathfindingNode northNeighbor = null;
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PathfindingNode southNeighbor = null;
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PathfindingNode eastNeighbor = null;
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PathfindingNode westNeighbor = null;
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PathfindingNode? northNeighbor = null;
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PathfindingNode? southNeighbor = null;
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PathfindingNode? eastNeighbor = null;
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PathfindingNode? westNeighbor = null;
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foreach (var neighbor in currentNode.GetNeighbors())
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{
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if (neighbor.TileRef.X == currentNode.TileRef.X &&
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