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