diff --git a/Content.Shared/Climbing/SharedClimbingComponent.cs b/Content.Shared/Climbing/SharedClimbingComponent.cs
index 07eb2d6f3a..d3eafb3919 100644
--- a/Content.Shared/Climbing/SharedClimbingComponent.cs
+++ b/Content.Shared/Climbing/SharedClimbingComponent.cs
@@ -12,6 +12,13 @@ namespace Content.Shared.Climbing
[Dependency] private readonly IEntityManager _entMan = default!;
[Dependency] private readonly IEntitySystemManager _sysMan = default!;
+ ///
+ /// List of fixtures that had vault-impassable prior to an entity being downed. Required when re-adding the
+ /// collision mask.
+ ///
+ [DataField("vaultImpassableFixtures")]
+ public List VaultImpassableFixtures = new();
+
protected bool IsOnClimbableThisFrame
{
get
@@ -78,17 +85,25 @@ namespace Content.Shared.Climbing
// Hope the mob has one fixture
if (!_entMan.TryGetComponent(Owner, out var fixturesComponent) || fixturesComponent.Deleted) return;
- foreach (var fixture in fixturesComponent.Fixtures.Values)
+ if (value)
{
- if (value)
+ foreach (var (key, fixture) in fixturesComponent.Fixtures)
{
+ if ((fixture.CollisionMask & (int) CollisionGroup.VaultImpassable) == 0)
+ continue;
+
+ VaultImpassableFixtures.Add(key);
fixture.CollisionMask &= ~(int) CollisionGroup.VaultImpassable;
}
- else
- {
- fixture.CollisionMask |= (int) CollisionGroup.VaultImpassable;
- }
+ return;
}
+
+ foreach (var key in VaultImpassableFixtures)
+ {
+ if (fixturesComponent.Fixtures.TryGetValue(key, out var fixture))
+ fixture.CollisionMask |= (int) CollisionGroup.VaultImpassable;
+ }
+ VaultImpassableFixtures.Clear();
}
[Serializable, NetSerializable]
diff --git a/Content.Shared/Standing/StandingStateComponent.cs b/Content.Shared/Standing/StandingStateComponent.cs
index 94740a59c7..dee8db31da 100644
--- a/Content.Shared/Standing/StandingStateComponent.cs
+++ b/Content.Shared/Standing/StandingStateComponent.cs
@@ -1,12 +1,7 @@
using System;
using Content.Shared.Sound;
-using Robust.Shared.Analyzers;
-using Robust.Shared.GameObjects;
using Robust.Shared.GameStates;
-using Robust.Shared.Players;
using Robust.Shared.Serialization;
-using Robust.Shared.Serialization.Manager.Attributes;
-using Robust.Shared.ViewVariables;
namespace Content.Shared.Standing
{
@@ -18,10 +13,16 @@ namespace Content.Shared.Standing
[DataField("downSoundCollection")]
public SoundSpecifier DownSoundCollection { get; } = new SoundCollectionSpecifier("BodyFall");
- [ViewVariables]
[DataField("standing")]
public bool Standing { get; set; } = true;
+ ///
+ /// List of fixtures that had vault-impassable prior to an entity being downed. Required when re-adding the
+ /// collision mask.
+ ///
+ [DataField("vaultImpassableFixtures")]
+ public List VaultImpassableFixtures = new();
+
public override ComponentState GetComponentState()
{
return new StandingComponentState(Standing);
diff --git a/Content.Shared/Standing/StandingStateSystem.cs b/Content.Shared/Standing/StandingStateSystem.cs
index b77c1ed736..b1a58b44ec 100644
--- a/Content.Shared/Standing/StandingStateSystem.cs
+++ b/Content.Shared/Standing/StandingStateSystem.cs
@@ -1,10 +1,7 @@
-using System;
using Content.Shared.Audio;
using Content.Shared.Hands.Components;
using Content.Shared.Rotation;
using Robust.Shared.Audio;
-using Robust.Shared.GameObjects;
-using Robust.Shared.IoC;
using Robust.Shared.Player;
using Robust.Shared.Timing;
using Robust.Shared.Physics;
@@ -55,7 +52,7 @@ namespace Content.Shared.Standing
return false;
standingState.Standing = false;
- standingState.Dirty();
+ Dirty(standingState);
RaiseLocalEvent(uid, new DownedEvent(), false);
if (!_gameTiming.IsFirstTimePredicted)
@@ -66,8 +63,12 @@ namespace Content.Shared.Standing
if (TryComp(uid, out FixturesComponent? fixtureComponent))
{
- foreach (var fixture in fixtureComponent.Fixtures.Values)
+ foreach (var (key, fixture) in fixtureComponent.Fixtures)
{
+ if ((fixture.CollisionMask & (int) CollisionGroup.VaultImpassable) == 0)
+ continue;
+
+ standingState.VaultImpassableFixtures.Add(key);
fixture.CollisionMask &= ~(int) CollisionGroup.VaultImpassable;
}
}
@@ -110,11 +111,13 @@ namespace Content.Shared.Standing
if (TryComp(uid, out FixturesComponent? fixtureComponent))
{
- foreach (var fixture in fixtureComponent.Fixtures.Values)
+ foreach (var key in standingState.VaultImpassableFixtures)
{
- fixture.CollisionMask |= (int) CollisionGroup.VaultImpassable;
+ if (fixtureComponent.Fixtures.TryGetValue(key, out var fixture))
+ fixture.CollisionMask |= (int) CollisionGroup.VaultImpassable;
}
}
+ standingState.VaultImpassableFixtures.Clear();
return true;
}