Fix SuperSlippery And StepTriggers persisting when UpdateSlip is called (#34525)
* Fix superSlippery and stepTrigger values persist - made values in SpillTileReaction's public so we can query the prototype - made the default values for slippery component and StepTriggerComponent based on default constants for easier resetting - added a calculation and check in UpdateSlips to check if a super slip is present as well as Update relevant steptrigger and slip values based on the contents of the solution * The worlds biggest change --------- Co-authored-by: Myra <vascreeper@yahoo.com>
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@@ -8,6 +8,7 @@ namespace Content.Shared.StepTrigger.Components;
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[Access(typeof(StepTriggerSystem))]
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public sealed partial class StepTriggerComponent : Component
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{
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public const float DefaultRequiredTriggeredSpeed = 3.5f;
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/// <summary>
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/// List of entities that are currently colliding with the entity.
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/// </summary>
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@@ -37,7 +38,7 @@ public sealed partial class StepTriggerComponent : Component
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/// Entities will only be triggered if their speed exceeds this limit.
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/// </summary>
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[DataField, AutoNetworkedField]
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public float RequiredTriggeredSpeed = 3.5f;
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public float RequiredTriggeredSpeed = DefaultRequiredTriggeredSpeed;
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/// <summary>
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/// If any entities occupy the blacklist on the same tile then steptrigger won't work.
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