Converted everything to use collision and physics component interfaces.
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@@ -1,4 +1,4 @@
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#nullable enable
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#nullable enable
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using Content.Server.GameObjects;
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using Content.Server.GameObjects.Components;
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using Content.Server.GameObjects.Components.Items.Storage;
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@@ -66,8 +66,8 @@ namespace Content.Server.GameObjects.EntitySystems
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}
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var mover = entity.GetComponent<IMoverComponent>();
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var physics = entity.GetComponent<PhysicsComponent>();
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if (entity.TryGetComponent<CollidableComponent>(out var collider))
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var physics = entity.GetComponent<IPhysicsComponent>();
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if (entity.TryGetComponent<ICollidableComponent>(out var collider))
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{
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UpdateKinematics(entity.Transform, mover, physics, collider);
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}
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@@ -78,7 +78,7 @@ namespace Content.Server.GameObjects.EntitySystems
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}
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}
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protected override void SetController(PhysicsComponent physics)
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protected override void SetController(IPhysicsComponent physics)
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{
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physics.SetController<MoverController>();
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}
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@@ -98,7 +98,7 @@ namespace Content.Server.GameObjects.EntitySystems
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ev.Entity.RemoveComponent<PlayerInputMoverComponent>();
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}
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if (ev.Entity.TryGetComponent(out PhysicsComponent physics))
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if (ev.Entity.TryGetComponent(out IPhysicsComponent physics))
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{
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(physics.Controller as MoverController)?.StopMoving();
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}
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