Converted everything to use collision and physics component interfaces.
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@@ -36,7 +36,7 @@ namespace Content.Server.GameObjects
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protected const float AutoCloseDelay = 5;
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protected float CloseSpeed = AutoCloseDelay;
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private CollidableComponent collidableComponent;
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private ICollidableComponent _collidableComponent;
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private AppearanceComponent _appearance;
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private CancellationTokenSource _cancellationTokenSource;
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@@ -64,7 +64,7 @@ namespace Content.Server.GameObjects
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{
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base.Initialize();
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collidableComponent = Owner.GetComponent<CollidableComponent>();
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_collidableComponent = Owner.GetComponent<ICollidableComponent>();
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_appearance = Owner.GetComponent<AppearanceComponent>();
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_cancellationTokenSource = new CancellationTokenSource();
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}
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@@ -72,7 +72,7 @@ namespace Content.Server.GameObjects
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public override void OnRemove()
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{
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_cancellationTokenSource.Cancel();
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collidableComponent = null;
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_collidableComponent = null;
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_appearance = null;
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base.OnRemove();
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@@ -164,7 +164,7 @@ namespace Content.Server.GameObjects
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Timer.Spawn(OpenTimeOne, async () =>
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{
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collidableComponent.Hard = false;
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_collidableComponent.Hard = false;
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await Timer.Delay(OpenTimeTwo, _cancellationTokenSource.Token);
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@@ -203,7 +203,7 @@ namespace Content.Server.GameObjects
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private void CheckCrush()
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{
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// Check if collides with something
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var collidesWith = collidableComponent.GetCollidingEntities(Vector2.Zero, false);
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var collidesWith = _collidableComponent.GetCollidingEntities(Vector2.Zero, false);
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if (collidesWith.Count() != 0)
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{
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// Crush
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@@ -236,7 +236,7 @@ namespace Content.Server.GameObjects
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public bool Close()
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{
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bool shouldCheckCrush = false;
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if (collidableComponent.IsColliding(Vector2.Zero, false))
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if (_collidableComponent.IsColliding(Vector2.Zero, false))
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{
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if (Safety)
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return false;
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@@ -260,7 +260,7 @@ namespace Content.Server.GameObjects
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CheckCrush();
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}
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collidableComponent.Hard = true;
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_collidableComponent.Hard = true;
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await Timer.Delay(CloseTimeTwo, _cancellationTokenSource.Token);
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