Fix physics pushing rotation bugs (#4288)
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@@ -24,17 +24,15 @@ namespace Content.Shared.Movement.EntitySystems
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/// <summary>
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/// <summary>
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/// Fake pushing for player collisions.
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/// Fake pushing for player collisions.
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/// </summary>
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/// </summary>
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private void HandleCollisionMessage(Fixture ourFixture, Fixture otherFixture, float frameTime, Manifold manifold)
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private void HandleCollisionMessage(Fixture ourFixture, Fixture otherFixture, float frameTime, Vector2 worldNormal)
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{
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{
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var otherBody = otherFixture.Body;
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var otherBody = otherFixture.Body;
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if (otherBody.BodyType != BodyType.Dynamic || !otherFixture.Hard) return;
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if (otherBody.BodyType != BodyType.Dynamic || !otherFixture.Hard) return;
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var normal = manifold.LocalNormal;
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if (!ourFixture.Body.Owner.TryGetComponent(out IMobMoverComponent? mobMover) || worldNormal == Vector2.Zero) return;
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if (!ourFixture.Body.Owner.TryGetComponent(out IMobMoverComponent? mobMover) || normal == Vector2.Zero) return;
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otherBody.ApplyLinearImpulse(-worldNormal * mobMover.PushStrength * frameTime);
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otherBody.ApplyLinearImpulse(-normal * mobMover.PushStrength * frameTime);
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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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