Fix space wind layer removal (#33888)
* Fix space wind layer removal * apply review * Update MovedByPressureComponent.cs * remove this
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@@ -56,11 +56,15 @@ namespace Content.Server.Atmos.EntitySystems
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_physics.SetBodyStatus(uid, body, BodyStatus.OnGround);
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}
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if (TryComp<FixturesComponent>(uid, out var fixtures))
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if (TryComp<FixturesComponent>(uid, out var fixtures)
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&& TryComp<MovedByPressureComponent>(uid, out var component))
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{
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foreach (var (id, fixture) in fixtures.Fixtures)
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{
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_physics.AddCollisionMask(uid, id, fixture, (int) CollisionGroup.TableLayer, manager: fixtures);
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if (component.TableLayerRemoved.Contains(id))
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{
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_physics.AddCollisionMask(uid, id, fixture, (int)CollisionGroup.TableLayer, manager: fixtures);
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}
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}
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}
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}
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@@ -80,9 +84,13 @@ namespace Content.Server.Atmos.EntitySystems
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foreach (var (id, fixture) in fixtures.Fixtures)
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{
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_physics.RemoveCollisionMask(uid, id, fixture, (int) CollisionGroup.TableLayer, manager: fixtures);
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// Mark fixtures that have TableLayer removed
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if ((fixture.CollisionMask & (int)CollisionGroup.TableLayer) != 0)
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{
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component.TableLayerRemoved.Add(id);
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_physics.RemoveCollisionMask(uid, id, fixture, (int)CollisionGroup.TableLayer, manager: fixtures);
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}
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}
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// TODO: Make them dynamic type? Ehh but they still want movement so uhh make it non-predicted like weightless?
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// idk it's hard.
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