PreventCollision with strap component while buckled to it (#2694)
* AvoidCollision if collided entity is the one that the character is buckled to * Attempt to PreventCollision after the player is unbuckled but still colliding with StrapComponent * Moved PreventCollide to the Shared script. * Add WakeBody to keep updating the physics collision while being on a collidable strap component. * Addressed some of metalgearsloth's suggestions: - Made EntityBuckledTo,IsOnStrapEntityThisFrame and DontCollide not virtual -Made EntityBuckledTo nullable -Don't call update on Paused BuckleComponents -Removed EntityBuckledTo variable declaration in BuckleComponent because it's not needed anymore -Call TryUnbuckle if (!IsOnStrapEntityThisFrame && DontCollide) to set BuckledTo entity to null. * Formatting Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> * Formatting Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> * Formatting again :P Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> * Formatting Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> * Formatting Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> * Renamed variable EntityBuckledTo to LastEntityBuckledTo * As per DrSmugLeaf suggestion: Added [ComponentDependency] to the Body variable. Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
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@@ -1,4 +1,4 @@
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using Content.Shared.GameObjects.Components.Buckle;
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using Content.Shared.GameObjects.Components.Buckle;
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using Robust.Client.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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@@ -27,6 +27,8 @@ namespace Content.Client.GameObjects.Components.Buckle
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}
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_buckled = buckle.Buckled;
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LastEntityBuckledTo = buckle.LastEntityBuckledTo;
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DontCollide = buckle.DontCollide;
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if (!Owner.TryGetComponent(out SpriteComponent ownerSprite))
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{
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