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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@@ -13,14 +13,12 @@ using Robust.Shared.ViewVariables;
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namespace Content.Shared.GameObjects.Components.Buckle
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{
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public abstract class SharedBuckleComponent : Component, IActionBlocker, IEffectBlocker, IDraggable, ICollideSpecial
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public abstract class SharedBuckleComponent : Component, IActionBlocker, IEffectBlocker, IDraggable
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{
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public sealed override string Name => "Buckle";
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public sealed override uint? NetID => ContentNetIDs.BUCKLE;
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[ComponentDependency] protected readonly IPhysBody? Physics;
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/// <summary>
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/// The range from which this entity can buckle to a <see cref="SharedStrapComponent"/>.
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/// </summary>
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@@ -41,17 +39,6 @@ namespace Content.Shared.GameObjects.Components.Buckle
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public abstract bool TryBuckle(IEntity? user, IEntity to);
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bool ICollideSpecial.PreventCollide(IPhysBody collidedwith)
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{
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if (collidedwith.Owner.Uid == LastEntityBuckledTo)
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{
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IsOnStrapEntityThisFrame = true;
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return Buckled || DontCollide;
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}
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return false;
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}
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bool IActionBlocker.CanMove()
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{
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return !Buckled;
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