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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@@ -46,9 +46,9 @@ namespace Content.Server.GameObjects.Components.Movement
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{
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base.Initialize();
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if (!Owner.EnsureComponent(out CollidableComponent _))
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if (!Owner.EnsureComponent(out PhysicsComponent _))
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{
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Logger.Warning($"Entity {Owner.Name} at {Owner.Transform.MapPosition} didn't have a {nameof(CollidableComponent)}");
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Logger.Warning($"Entity {Owner.Name} at {Owner.Transform.MapPosition} didn't have a {nameof(PhysicsComponent)}");
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}
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_doAfterSystem = EntitySystem.Get<DoAfterSystem>();
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@@ -178,7 +178,7 @@ namespace Content.Server.GameObjects.Components.Movement
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var result = await _doAfterSystem.DoAfter(doAfterEventArgs);
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if (result != DoAfterStatus.Cancelled && entityToMove.TryGetComponent(out ICollidableComponent body) && body.PhysicsShapes.Count >= 1)
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if (result != DoAfterStatus.Cancelled && entityToMove.TryGetComponent(out IPhysicsComponent body) && body.PhysicsShapes.Count >= 1)
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{
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var direction = (Owner.Transform.WorldPosition - entityToMove.Transform.WorldPosition).Normalized;
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var endPoint = Owner.Transform.WorldPosition;
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@@ -220,7 +220,7 @@ namespace Content.Server.GameObjects.Components.Movement
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var result = await _doAfterSystem.DoAfter(doAfterEventArgs);
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if (result != DoAfterStatus.Cancelled && user.TryGetComponent(out ICollidableComponent body) && body.PhysicsShapes.Count >= 1)
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if (result != DoAfterStatus.Cancelled && user.TryGetComponent(out IPhysicsComponent body) && body.PhysicsShapes.Count >= 1)
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{
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var direction = (Owner.Transform.WorldPosition - user.Transform.WorldPosition).Normalized;
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var endPoint = Owner.Transform.WorldPosition;
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