Rename usages of collidable to physics (#2230)
* Rename usages of collidable to physics * high tier PANIQUE * aaaaaaaaAAAAAa * cursed commit dont research * Fix urist and items being anchored * Fix the rest
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@@ -38,7 +38,7 @@ namespace Content.Server.GameObjects.Components
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/// <returns>true if it is valid, false otherwise</returns>
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private async Task<bool> Valid(IEntity user, IEntity? utilizing, [MaybeNullWhen(false)] bool force = false)
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{
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if (!Owner.HasComponent<ICollidableComponent>())
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if (!Owner.HasComponent<IPhysicsComponent>())
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{
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return false;
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}
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@@ -70,7 +70,7 @@ namespace Content.Server.GameObjects.Components
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return false;
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}
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var physics = Owner.GetComponent<ICollidableComponent>();
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var physics = Owner.GetComponent<IPhysicsComponent>();
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physics.Anchored = true;
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return true;
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@@ -90,7 +90,7 @@ namespace Content.Server.GameObjects.Components
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return false;
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}
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var physics = Owner.GetComponent<ICollidableComponent>();
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var physics = Owner.GetComponent<IPhysicsComponent>();
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physics.Anchored = false;
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return true;
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@@ -105,12 +105,12 @@ namespace Content.Server.GameObjects.Components
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/// <returns>true if toggled, false otherwise</returns>
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private async Task<bool> TryToggleAnchor(IEntity user, IEntity? utilizing = null, bool force = false)
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{
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if (!Owner.TryGetComponent(out ICollidableComponent? collidable))
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if (!Owner.TryGetComponent(out IPhysicsComponent? physics))
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{
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return false;
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}
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return collidable.Anchored ?
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return physics.Anchored ?
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await TryUnAnchor(user, utilizing, force) :
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await TryAnchor(user, utilizing, force);
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}
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@@ -118,7 +118,7 @@ namespace Content.Server.GameObjects.Components
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public override void Initialize()
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{
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base.Initialize();
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Owner.EnsureComponent<CollidableComponent>();
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Owner.EnsureComponent<PhysicsComponent>();
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}
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async Task<bool> IInteractUsing.InteractUsing(InteractUsingEventArgs eventArgs)
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