Fix containment fields finding one another (#5094)
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@@ -62,7 +62,7 @@ namespace Content.Server.Singularity.Components
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}
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}
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containmentFieldComponent.Parent = this;
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containmentFieldComponent.Parent = this;
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newEnt.Transform.WorldRotation = dirVec.ToWorldAngle();
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newEnt.Transform.WorldRotation = generator1.Owner.Transform.WorldRotation + dirVec.ToWorldAngle();
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_fields.Add(newEnt);
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_fields.Add(newEnt);
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currentOffset += dirVec;
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currentOffset += dirVec;
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@@ -95,7 +95,7 @@ namespace Content.Server.Singularity.Components
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{
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{
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if (_connection1?.Item1 == direction || _connection2?.Item1 == direction) continue;
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if (_connection1?.Item1 == direction || _connection2?.Item1 == direction) continue;
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var dirVec = direction.ToVec();
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var dirVec = Owner.Transform.WorldRotation.RotateVec(direction.ToVec());
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var ray = new CollisionRay(Owner.Transform.WorldPosition, dirVec, (int) CollisionGroup.MobMask);
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var ray = new CollisionRay(Owner.Transform.WorldPosition, dirVec, (int) CollisionGroup.MobMask);
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var rawRayCastResults = EntitySystem.Get<SharedPhysicsSystem>().IntersectRay(Owner.Transform.MapID, ray, 4.5f, Owner, false);
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var rawRayCastResults = EntitySystem.Get<SharedPhysicsSystem>().IntersectRay(Owner.Transform.MapID, ray, 4.5f, Owner, false);
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