Fix standing-state collisions resetting (#7469)

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
This commit is contained in:
Leon Friedrich
2022-04-14 14:31:07 +12:00
committed by GitHub
parent e63a176330
commit 119e90124f
3 changed files with 38 additions and 19 deletions

View File

@@ -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;
}