Fix integration tests.
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@ -9,6 +9,7 @@ using Content.Shared.Chemistry;
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using Content.Shared.Physics;
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using Robust.Server.GameObjects;
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using Robust.Server.GameObjects.EntitySystems;
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using Robust.Server.Interfaces.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.Components;
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using Robust.Shared.GameObjects.Components.Transform;
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@ -30,7 +31,7 @@ namespace Content.Server.GameObjects.Components.Fluids
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/// Puddle on a floor
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/// </summary>
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[RegisterComponent]
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public class PuddleComponent : Component, IExamine
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public class PuddleComponent : Component, IExamine, IMapInit
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{
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// Current design: Something calls the SpillHelper.Spill, that will either
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// A) Add to an existing puddle at the location (normalised to tile-center) or
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@ -137,12 +138,17 @@ namespace Content.Server.GameObjects.Components.Fluids
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var baseName = new ResourcePath(_spriteComponent.BaseRSIPath).FilenameWithoutExtension;
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_spriteComponent.LayerSetState(0, $"{baseName}-{randomVariant}"); // TODO: Remove hardcode
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_spriteComponent.Rotation = Angle.FromDegrees(robustRandom.Next(0, 359));
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// UpdateAppearance should get called soon after this so shouldn't need to call Dirty() here
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UpdateStatus();
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}
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void IMapInit.MapInit()
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{
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var robustRandom = IoCManager.Resolve<IRobustRandom>();
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_spriteComponent.Rotation = Angle.FromDegrees(robustRandom.Next(0, 359));
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}
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void IExamine.Examine(FormattedMessage message, bool inDetailsRange)
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{
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if(_slippery)
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