Remove ICollideSpecial
Handled in an ECS way by PreventCollideEvent. The disposals one doesn't work anyway and would've required a larger refactor of disposals to fix so out of scope.
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@@ -4,16 +4,14 @@ using Robust.Shared.GameObjects;
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namespace Content.Client.GameObjects.Components.Projectiles
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{
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[RegisterComponent]
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[ComponentReference(typeof(SharedProjectileComponent))]
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public class ProjectileComponent : SharedProjectileComponent
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{
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protected override EntityUid Shooter => _shooter;
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private EntityUid _shooter;
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public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
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{
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if (curState is ProjectileComponentState compState)
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{
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_shooter = compState.Shooter;
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Shooter = compState.Shooter;
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IgnoreShooter = compState.IgnoreShooter;
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}
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}
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