Stop items that are being pulled from spinning (#26504)
* Fixed pulled items spinning when moved * edited out others issues * more reverts * requested fix * Removed "Optional:"
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@@ -269,7 +269,7 @@ public sealed class PullingSystem : EntitySystem
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}
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Dirty(player, pullerComp);
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_throwing.TryThrow(pulled.Value, fromUserCoords, user: player, strength: 4f, animated: false, recoil: false, playSound: false);
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_throwing.TryThrow(pulled.Value, fromUserCoords, user: player, strength: 4f, animated: false, recoil: false, playSound: false, doSpin: false);
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return false;
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}
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@@ -49,7 +49,8 @@ public sealed class ThrowingSystem : EntitySystem
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float pushbackRatio = PushbackDefault,
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bool recoil = true,
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bool animated = true,
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bool playSound = true)
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bool playSound = true,
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bool doSpin = true)
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{
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var thrownPos = _transform.GetMapCoordinates(uid);
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var mapPos = _transform.ToMapCoordinates(coordinates);
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@@ -57,7 +58,7 @@ public sealed class ThrowingSystem : EntitySystem
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if (mapPos.MapId != thrownPos.MapId)
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return;
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TryThrow(uid, mapPos.Position - thrownPos.Position, strength, user, pushbackRatio, recoil: recoil, animated: animated, playSound: playSound);
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TryThrow(uid, mapPos.Position - thrownPos.Position, strength, user, pushbackRatio, recoil: recoil, animated: animated, playSound: playSound, doSpin: doSpin);
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}
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/// <summary>
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@@ -67,6 +68,7 @@ public sealed class ThrowingSystem : EntitySystem
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/// <param name="direction">A vector pointing from the entity to its destination.</param>
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/// <param name="strength">How much the direction vector should be multiplied for velocity.</param>
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/// <param name="pushbackRatio">The ratio of impulse applied to the thrower - defaults to 10 because otherwise it's not enough to properly recover from getting spaced</param>
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/// <param name="doSpin">Whether spin will be applied to the thrown entity.</param>
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public void TryThrow(EntityUid uid,
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Vector2 direction,
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float strength = 1.0f,
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@@ -74,7 +76,8 @@ public sealed class ThrowingSystem : EntitySystem
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float pushbackRatio = PushbackDefault,
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bool recoil = true,
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bool animated = true,
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bool playSound = true)
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bool playSound = true,
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bool doSpin = true)
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{
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var physicsQuery = GetEntityQuery<PhysicsComponent>();
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if (!physicsQuery.TryGetComponent(uid, out var physics))
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@@ -90,7 +93,7 @@ public sealed class ThrowingSystem : EntitySystem
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projectileQuery,
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strength,
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user,
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pushbackRatio, recoil: recoil, animated: animated, playSound: playSound);
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pushbackRatio, recoil: recoil, animated: animated, playSound: playSound, doSpin: doSpin);
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}
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/// <summary>
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@@ -100,6 +103,7 @@ public sealed class ThrowingSystem : EntitySystem
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/// <param name="direction">A vector pointing from the entity to its destination.</param>
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/// <param name="strength">How much the direction vector should be multiplied for velocity.</param>
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/// <param name="pushbackRatio">The ratio of impulse applied to the thrower - defaults to 10 because otherwise it's not enough to properly recover from getting spaced</param>
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/// <param name="doSpin">Whether spin will be applied to the thrown entity.</param>
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public void TryThrow(EntityUid uid,
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Vector2 direction,
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PhysicsComponent physics,
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@@ -110,7 +114,8 @@ public sealed class ThrowingSystem : EntitySystem
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float pushbackRatio = PushbackDefault,
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bool recoil = true,
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bool animated = true,
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bool playSound = true)
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bool playSound = true,
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bool doSpin = true)
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{
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if (strength <= 0 || direction == Vector2Helpers.Infinity || direction == Vector2Helpers.NaN || direction == Vector2.Zero)
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return;
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@@ -147,17 +152,20 @@ public sealed class ThrowingSystem : EntitySystem
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ThrowingAngleComponent? throwingAngle = null;
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// Give it a l'il spin.
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if (physics.InvI > 0f && (!TryComp(uid, out throwingAngle) || throwingAngle.AngularVelocity))
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if (doSpin)
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{
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_physics.ApplyAngularImpulse(uid, ThrowAngularImpulse / physics.InvI, body: physics);
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}
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else
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{
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Resolve(uid, ref throwingAngle, false);
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var gridRot = _transform.GetWorldRotation(transform.ParentUid);
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var angle = direction.ToWorldAngle() - gridRot;
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var offset = throwingAngle?.Angle ?? Angle.Zero;
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_transform.SetLocalRotation(uid, angle + offset);
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if (physics.InvI > 0f && (!TryComp(uid, out throwingAngle) || throwingAngle.AngularVelocity))
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{
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_physics.ApplyAngularImpulse(uid, ThrowAngularImpulse / physics.InvI, body: physics);
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}
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else
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{
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Resolve(uid, ref throwingAngle, false);
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var gridRot = _transform.GetWorldRotation(transform.ParentUid);
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var angle = direction.ToWorldAngle() - gridRot;
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var offset = throwingAngle?.Angle ?? Angle.Zero;
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_transform.SetLocalRotation(uid, angle + offset);
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}
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}
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var throwEvent = new ThrownEvent(user, uid);
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