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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@@ -413,12 +413,12 @@ namespace Content.Server.GameObjects.Components.Buckle
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return new BuckleComponentState(Buckled, drawDepth, LastEntityBuckledTo, DontCollide);
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}
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public void Update()
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public void Update(PhysicsComponent physics)
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{
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if (!DontCollide || Physics == null)
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if (!DontCollide)
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return;
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Physics.WakeBody();
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physics.WakeBody();
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if (!IsOnStrapEntityThisFrame && DontCollide)
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{
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