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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@@ -11,7 +11,7 @@ using Robust.Shared.ViewVariables;
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namespace Content.Shared.GameObjects.Components.Doors
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{
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public abstract class SharedDoorComponent : Component, ICollideSpecial
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public abstract class SharedDoorComponent : Component
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{
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public override string Name => "Door";
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public override uint? NetID => ContentNetIDs.DOOR;
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@@ -94,17 +94,16 @@ namespace Content.Shared.GameObjects.Components.Doors
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/// </summary>
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protected List<EntityUid> CurrentlyCrushing = new();
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public bool IsCrushing(IEntity entity)
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{
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return CurrentlyCrushing.Contains(entity.Uid);
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}
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protected void SetAppearance(DoorVisualState state)
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{
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AppearanceComponent?.SetData(DoorVisuals.VisualState, state);
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}
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// stops us colliding with people we're crushing, to prevent hitbox clipping and jank
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public bool PreventCollide(IPhysBody collidedwith)
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{
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return CurrentlyCrushing.Contains(collidedwith.Owner.Uid);
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}
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/// <summary>
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/// Called when the door is partially opened.
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/// </summary>
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