Nukes any mention of CollisionGroup.Clickable (#3782)
* Initial * Typo * Update integer references * Applied Reviews Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
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@@ -21,10 +21,9 @@ namespace Content.Shared.Physics
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MobImpassable = 1 << 2, // 4 Mobs, players, crabs, etc
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VaultImpassable = 1 << 3, // 8 Things that cannot be jumped over, not half walls or tables
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SmallImpassable = 1 << 4, // 16 Things a smaller object - a cat, a crab - can't go through - a wall, but not a computer terminal or a table
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Clickable = 1 << 5, // 32 Temporary "dummy" layer to ensure that objects can still be clicked even if they don't collide with anything (you can't interact with objects that have no layer, including items)
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GhostImpassable = 1 << 6, // 64 Things impassible by ghosts/observers, ie blessed tiles or forcefields
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Underplating = 1 << 7, // 128 Things that are under plating
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Passable = 1 << 8, // 256 Things that are passable
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GhostImpassable = 1 << 5, // 32 Things impassible by ghosts/observers, ie blessed tiles or forcefields
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Underplating = 1 << 6, // 64 Things that are under plating
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Passable = 1 << 7, // 128 Things that are passable
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MapGrid = MapGridHelpers.CollisionGroup, // Map grids, like shuttles. This is the actual grid itself, not the walls or other entities connected to the grid.
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MobMask = Impassable | MobImpassable | VaultImpassable | SmallImpassable,
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