Better throwing collisions (#3568)
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
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@@ -7,16 +7,13 @@ using Content.Shared.GameObjects.EntitySystems;
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using Content.Shared.GameObjects.EntitySystems.ActionBlocker;
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using Content.Shared.GameObjects.Verbs;
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using Content.Shared.Interfaces.GameObjects.Components;
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using Content.Shared.Physics;
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using Content.Shared.Utility;
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using Robust.Server.GameObjects;
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using Robust.Shared.Containers;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Localization;
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using Robust.Shared.Players;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Physics;
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using Robust.Shared.Serialization;
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using Robust.Shared.Serialization.Manager.Attributes;
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namespace Content.Server.GameObjects.Components.Items.Storage
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@@ -25,7 +22,7 @@ namespace Content.Server.GameObjects.Components.Items.Storage
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[ComponentReference(typeof(StorableComponent))]
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[ComponentReference(typeof(SharedStorableComponent))]
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[ComponentReference(typeof(IItemComponent))]
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public class ItemComponent : StorableComponent, IInteractHand, IExAct, IEquipped, IUnequipped, IItemComponent, IThrown, ILand
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public class ItemComponent : StorableComponent, 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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@@ -155,26 +152,5 @@ namespace Content.Server.GameObjects.Components.Items.Storage
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Owner.TryThrow(dirVec * throwForce);
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}
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// TODO: Predicted
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void IThrown.Thrown(ThrownEventArgs eventArgs)
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{
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if (!Owner.TryGetComponent(out PhysicsComponent physicsComponent)) return;
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foreach (var fixture in physicsComponent.Fixtures)
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{
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fixture.CollisionLayer |= (int) CollisionGroup.MobImpassable;
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}
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}
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void ILand.Land(LandEventArgs eventArgs)
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{
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if (!Owner.TryGetComponent(out PhysicsComponent physicsComponent)) return;
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foreach (var fixture in physicsComponent.Fixtures)
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{
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fixture.CollisionLayer &= ~(int) CollisionGroup.MobImpassable;
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}
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}
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}
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}
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