Fix throwing in space.
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@@ -10,6 +10,7 @@ namespace Content.Client.GameObjects.Components.Clothing
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{
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[RegisterComponent]
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[ComponentReference(typeof(ItemComponent))]
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[ComponentReference(typeof(IItemComponent))]
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public class ClothingComponent : ItemComponent
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{
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private FemaleClothingMask _femaleMask;
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@@ -17,7 +17,8 @@ using Robust.Shared.ViewVariables;
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namespace Content.Client.GameObjects
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{
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[RegisterComponent]
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public class ItemComponent : Component
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[ComponentReference(typeof(IItemComponent))]
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public class ItemComponent : Component, IItemComponent
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{
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public override string Name => "Item";
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public override uint? NetID => ContentNetIDs.ITEM;
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@@ -18,6 +18,7 @@ namespace Content.Server.GameObjects
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[RegisterComponent]
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[ComponentReference(typeof(ItemComponent))]
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[ComponentReference(typeof(StoreableComponent))]
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[ComponentReference(typeof(IItemComponent))]
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public class ClothingComponent : ItemComponent, IUse
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{
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#pragma warning disable 649
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@@ -25,7 +25,8 @@ namespace Content.Server.GameObjects
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{
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[RegisterComponent]
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[ComponentReference(typeof(StoreableComponent))]
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public class ItemComponent : StoreableComponent, IInteractHand, IExAct, IEquipped, IUnequipped
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[ComponentReference(typeof(IItemComponent))]
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public class ItemComponent : StoreableComponent, IInteractHand, IExAct, IEquipped, IUnequipped, IItemComponent
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{
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public override string Name => "Item";
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public override uint? NetID => ContentNetIDs.ITEM;
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@@ -0,0 +1,9 @@
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using Robust.Shared.Interfaces.GameObjects;
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namespace Content.Shared.GameObjects.Components.Items
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{
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public interface IItemComponent : IComponent
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{
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}
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}
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@@ -1,5 +1,6 @@
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#nullable enable
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using System.Diagnostics.CodeAnalysis;
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using Content.Shared.GameObjects.Components.Items;
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using Content.Shared.GameObjects.Components.Movement;
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using Content.Shared.Physics;
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using Robust.Shared.Configuration;
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@@ -129,7 +130,7 @@ namespace Content.Shared.GameObjects.EntitySystems
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// TODO: Item check.
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var touching = ((collider.CollisionMask & otherCollider.CollisionLayer) != 0x0
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|| (otherCollider.CollisionMask & collider.CollisionLayer) != 0x0) // Ensure collision
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&& true; // !entity.HasComponent<ItemComponent>(); // This can't be an item
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&& !entity.HasComponent<IItemComponent>(); // This can't be an item
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if (touching)
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{
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