Remove obsolete Fixture.Body references (#16259)
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@@ -40,7 +40,7 @@ public sealed class ProjectileSystem : SharedProjectileSystem
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if (args.OurFixture.ID != ProjectileFixture || !args.OtherFixture.Hard || component.DamagedEntity)
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return;
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var otherEntity = args.OtherFixture.Body.Owner;
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var otherEntity = args.OtherEntity;
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// it's here so this check is only done once before possible hit
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var attemptEv = new ProjectileReflectAttemptEvent(uid, component, false);
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RaiseLocalEvent(otherEntity, ref attemptEv);
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@@ -51,7 +51,7 @@ public sealed class ProjectileSystem : SharedProjectileSystem
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}
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var otherName = ToPrettyString(otherEntity);
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var direction = args.OurFixture.Body.LinearVelocity.Normalized;
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var direction = args.OurBody.LinearVelocity.Normalized;
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var modifiedDamage = _damageableSystem.TryChangeDamage(otherEntity, component.Damage, component.IgnoreResistances, origin: component.Shooter);
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component.DamagedEntity = true;
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var deleted = Deleted(otherEntity);
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