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>
This commit is contained in:
komunre
2021-01-18 17:16:34 +07:00
committed by GitHub
parent c30dc030c5
commit 2172d00409
12 changed files with 303 additions and 11 deletions

View File

@@ -50,7 +50,7 @@ namespace Content.Server.GameObjects.Components.Projectiles
// after impacting the first object.
// For realism this should actually be changed when the velocity of the object is less than a threshold.
// This would allow ricochets off walls, and weird gravity effects from slowing the object.
if (Owner.TryGetComponent(out IPhysicsComponent body) && body.PhysicsShapes.Count >= 1)
if (!Owner.Deleted && Owner.TryGetComponent(out IPhysicsComponent body) && body.PhysicsShapes.Count >= 1)
{
_shouldCollide = false;
}