Content update for ECS physics (#13291)
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@@ -40,8 +40,8 @@ public abstract class SharedCorporealSystem : EntitySystem
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{
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var fixture = fixtures.Fixtures.Values.First();
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_physics.SetCollisionMask(fixture, (int) (CollisionGroup.SmallMobMask | CollisionGroup.GhostImpassable));
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_physics.SetCollisionLayer(fixture, (int) CollisionGroup.SmallMobLayer);
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_physics.SetCollisionMask(uid, fixture, (int) (CollisionGroup.SmallMobMask | CollisionGroup.GhostImpassable), fixtures);
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_physics.SetCollisionLayer(uid, fixture, (int) CollisionGroup.SmallMobLayer, fixtures);
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}
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_movement.RefreshMovementSpeedModifiers(uid);
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}
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@@ -54,8 +54,8 @@ public abstract class SharedCorporealSystem : EntitySystem
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{
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var fixture = fixtures.Fixtures.Values.First();
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_physics.SetCollisionMask(fixture, (int) CollisionGroup.GhostImpassable);
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_physics.SetCollisionLayer(fixture, 0);
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_physics.SetCollisionMask(uid, fixture, (int) CollisionGroup.GhostImpassable, fixtures);
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_physics.SetCollisionLayer(uid, fixture, 0, fixtures);
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}
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component.MovementSpeedDebuff = 1; //just so we can avoid annoying code elsewhere
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_movement.RefreshMovementSpeedModifiers(uid);
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