Fixes Borgs and Syndicats getting hurt by glass shards and other things + honkbot slipping 2 (#31011)
* Lets do this again * I noticed this way to late
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@@ -4,7 +4,7 @@ using Robust.Shared.GameStates;
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namespace Content.Shared.StepTrigger.Components;
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/// <summary>
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/// This is used for marking step trigger events that require the user to wear shoes, such as for glass shards.
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/// This is used for marking step trigger events that require the user to wear shoes or have protection of some sort, such as for glass shards.
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/// </summary>
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[RegisterComponent, NetworkedComponent]
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public sealed partial class ClothingRequiredStepTriggerComponent : Component;
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public sealed partial class PreventableStepTriggerComponent : Component;
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@@ -5,11 +5,11 @@ using Robust.Shared.GameStates;
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namespace Content.Shared.StepTrigger.Components;
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/// <summary>
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/// This is used for cancelling step trigger events if the user is wearing clothing in a valid slot.
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/// This is used for cancelling preventable step trigger events if the user is wearing clothing in a valid slot or if the user itself has the component.
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/// </summary>
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[RegisterComponent, NetworkedComponent]
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[Access(typeof(StepTriggerImmuneSystem))]
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public sealed partial class ClothingRequiredStepTriggerImmuneComponent : Component, IClothingSlots
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public sealed partial class ProtectedFromStepTriggersComponent : Component, IClothingSlots
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{
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[DataField]
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public SlotFlags Slots { get; set; } = SlotFlags.FEET;
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@@ -1,9 +0,0 @@
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using Robust.Shared.GameStates;
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namespace Content.Shared.StepTrigger.Components;
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/// <summary>
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/// Grants the attached entity to step triggers.
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/// </summary>
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[RegisterComponent, NetworkedComponent]
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public sealed partial class StepTriggerImmuneComponent : Component;
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