Clusterbang (#2712)
* Code is ready but item now spawning * Prototype of SeveralExplosive component * Remaked to FlashExplosiveComponent using * Done. But i feel myself retarted * Remaked. Looks good * Full loaded prototype added * Throwing in progress. Fatal error is here * I forgot about shared * Sloth refactor * Delayed spawning and fix crashes * Full clusterbang code. * Removed useless variable and tuned delay * Delete wrong in CreamPiedComponent * Now yaml is code quality followed * Reworked to GetLevel with bugs * Never forget resources, guys * RoundToLevels added. Now it works. * New textures and sloth refactor is returned * Now it's TryGetComponent * Visualizer maximum fix and look fix * Logging and no max and min check * Removed max grenades sending * vizualizer is better now * GrenadesMax removed * grammar, checks, NextFloat and no more try catch * Unused using removed Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
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@@ -50,7 +50,7 @@ namespace Content.Server.GameObjects.Components.Projectiles
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// after impacting the first object.
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// For realism this should actually be changed when the velocity of the object is less than a threshold.
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// This would allow ricochets off walls, and weird gravity effects from slowing the object.
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if (Owner.TryGetComponent(out IPhysicsComponent body) && body.PhysicsShapes.Count >= 1)
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if (!Owner.Deleted && Owner.TryGetComponent(out IPhysicsComponent body) && body.PhysicsShapes.Count >= 1)
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{
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_shouldCollide = false;
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}
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