Fix opposite force when throwing objects (#4398)
* Fix opposite force when throwing objects * DRY the throw impulse vector calculation
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@@ -69,7 +69,9 @@ namespace Content.Server.Throwing
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EntitySystem.Get<InteractionSystem>().ThrownInteraction(user, entity);
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EntitySystem.Get<InteractionSystem>().ThrownInteraction(user, entity);
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}
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}
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physicsComponent.ApplyLinearImpulse(direction.Normalized * strength * physicsComponent.Mass);
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var impulseVector = direction.Normalized * strength * physicsComponent.Mass;
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physicsComponent.ApplyLinearImpulse(impulseVector);
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// Estimate time to arrival so we can apply OnGround status and slow it much faster.
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// Estimate time to arrival so we can apply OnGround status and slow it much faster.
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var time = (direction / strength).Length;
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var time = (direction / strength).Length;
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@@ -96,7 +98,7 @@ namespace Content.Server.Throwing
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if (!msg.Cancelled)
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if (!msg.Cancelled)
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{
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{
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body.ApplyLinearImpulse(-direction * pushbackRatio);
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body.ApplyLinearImpulse(-impulseVector * pushbackRatio);
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}
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}
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}
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}
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}
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}
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