Nullability fixes.
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@@ -81,8 +81,8 @@ namespace Content.IntegrationTests.Tests.Disposal
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var disposalTrunk = entityManager.SpawnEntity("DisposalTrunk", disposalUnit.Transform.MapPosition);
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// Test for components existing
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Assert.True(disposalUnit.TryGetComponent(out unit));
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Assert.True(disposalTrunk.TryGetComponent(out entry));
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Assert.True(disposalUnit.TryGetComponent(out unit!));
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Assert.True(disposalTrunk.TryGetComponent(out entry!));
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// Can't insert, unanchored and unpowered
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var disposalUnitAnchorable = disposalUnit.GetComponent<AnchorableComponent>();
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@@ -92,8 +92,8 @@ namespace Content.IntegrationTests.Tests.Disposal
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// Anchor the disposal unit
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await disposalUnitAnchorable.TryAnchor(human, null, true);
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Assert.True(disposalUnit.TryGetComponent(out AnchorableComponent anchorableUnit));
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Assert.True(await anchorableUnit.TryAnchor(human, wrench));
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Assert.True(disposalUnit.TryGetComponent(out AnchorableComponent? anchorableUnit));
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Assert.True(await anchorableUnit!.TryAnchor(human, wrench));
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Assert.True(unit.Anchored);
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// No power
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@@ -118,8 +118,8 @@ namespace Content.IntegrationTests.Tests.Disposal
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Flush(unit, false, entry, human, wrench);
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// Remove power need
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Assert.True(disposalUnit.TryGetComponent(out PowerReceiverComponent power));
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power.NeedsPower = false;
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Assert.True(disposalUnit.TryGetComponent(out PowerReceiverComponent? power));
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power!.NeedsPower = false;
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Assert.True(unit.Powered);
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// Flush with a mob and an item
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@@ -41,13 +41,13 @@ namespace Content.IntegrationTests.Tests.GameObjects.Components.Movement
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// Test for climb components existing
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// Players and tables should have these in their prototypes.
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Assert.True(human.TryGetComponent(out climbing), "Human has no climbing");
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Assert.True(table.TryGetComponent(out climbable), "Table has no climbable");
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Assert.True(human.TryGetComponent(out climbing!), "Human has no climbing");
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Assert.True(table.TryGetComponent(out climbable!), "Table has no climbable");
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// Now let's make the player enter a climbing transitioning state.
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climbing.IsClimbing = true;
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climbing.TryMoveTo(human.Transform.WorldPosition, table.Transform.WorldPosition);
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human.TryGetComponent(out ICollidableComponent body);
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var body = human.GetComponent<ICollidableComponent>();
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Assert.True(body.HasController<ClimbController>(), "Player has no ClimbController");
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