Attempts to fix all physics bugs at once (#3610)

* Fixed Rack/Shelf

* Fixes bookshelf, bed

* Placeable for beds for bedsheets

* Bunch of Physics changes, ask metalgearsloth about em'

* More modifications

* More

* Other stuff

* Organizes entities yaml a little bit

* Something new

* Fixed, happy with the state of this rn

* A

* A

* Ye

* E

* Done for now...

* Applied Reviws

* Changes

* Fix the robust commit

* Fixes tests?

* E

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
This commit is contained in:
Swept
2021-03-26 01:51:26 +00:00
committed by GitHub
parent 1499468157
commit 29d02a3740
58 changed files with 383 additions and 1108 deletions

View File

@@ -18,7 +18,7 @@ namespace Content.Shared.GameObjects.Components.Movement
/// </summary>
[RegisterComponent]
[ComponentReference(typeof(IMobMoverComponent))]
public class SharedPlayerMobMoverComponent : Component, IMobMoverComponent, ICollideSpecial
public class SharedPlayerMobMoverComponent : Component, IMobMoverComponent
{
public override string Name => "PlayerMobMover";
public override uint? NetID => ContentNetIDs.PLAYER_MOB_MOVER;
@@ -112,17 +112,6 @@ namespace Content.Shared.GameObjects.Components.Movement
PushStrength = playerMoverState.PushStrength;
}
bool ICollideSpecial.PreventCollide(IPhysBody collidedWith)
{
// Don't collide with other mobs
// unless they have combat mode on
return false; //collidedWith.Entity.HasComponent<IBody>();
/* &&
(!Owner.TryGetComponent(out SharedCombatModeComponent? ownerCombat) || !ownerCombat.IsInCombatMode) &&
(!collidedWith.Entity.TryGetComponent(out SharedCombatModeComponent? otherCombat) || !otherCombat.IsInCombatMode);
*/
}
[Serializable, NetSerializable]
private sealed class PlayerMobMoverComponentState : ComponentState
{