#nullable enable
using Robust.Shared.GameObjects;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Collision;
using Robust.Shared.Physics.Dynamics;
namespace Content.Server.GameObjects.Components.Singularity
{
[RegisterComponent]
public class ContainmentFieldComponent : Component, IStartCollide
public override string Name => "ContainmentField";
public ContainmentFieldConnection? Parent;
void IStartCollide.CollideWith(Fixture ourFixture, Fixture otherFixture, in Manifold manifold)
if (Parent == null)
Owner.QueueDelete();
return;
}
Parent.TryRepell(Owner, otherFixture.Body.Owner);