Fixes taser bolts not moving when being shot
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@@ -21,7 +21,7 @@ namespace Content.Server.GameObjects.Components.Items
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/// <param name="pushbackRatio">The ratio of impulse applied to the thrower</param>
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internal static void TryThrow(this IEntity entity, Vector2 direction, IEntity? user = null, float pushbackRatio = 1.0f)
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{
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if (direction == Vector2.Zero || !entity.TryGetComponent(out PhysicsComponent? physicsComponent))
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if (entity.Deleted || direction == Vector2.Zero || !entity.TryGetComponent(out PhysicsComponent? physicsComponent))
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{
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return;
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}
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@@ -10,6 +10,7 @@ using Content.Shared.GameObjects.Components.Damage;
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using Content.Shared.GameObjects.Components.Weapons.Ranged;
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using Content.Shared.GameObjects.EntitySystems;
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using Content.Shared.Interfaces.GameObjects.Components;
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using Robust.Shared.Asynchronous;
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using Robust.Shared.Audio;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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@@ -364,9 +365,16 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged.Barrels
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var projectileComponent = projectile.GetComponent<ProjectileComponent>();
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projectileComponent.IgnoreEntity(shooter);
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projectile
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.GetComponent<IPhysBody>()
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.LinearVelocity = projectileAngle.ToVec() * velocity;
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// FIXME: Work around issue where inserting and removing an entity from a container,
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// then setting its linear velocity in the same tick resets velocity back to zero.
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// See SharedBroadPhaseSystem.HandleContainerInsert()... It sets Awake to false, which causes this.
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projectile.SpawnTimer(TimeSpan.FromMilliseconds(25), () =>
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{
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projectile
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.GetComponent<IPhysBody>()
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.LinearVelocity = projectileAngle.ToVec() * velocity;
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});
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projectile.Transform.LocalRotation = projectileAngle + MathHelper.PiOver2;
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}
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4
Resources/Changelog/Parts/taser.yml
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4
Resources/Changelog/Parts/taser.yml
Normal file
@@ -0,0 +1,4 @@
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author: Zumorica
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changes:
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- type: Fix
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message: Fixes taser bolts not moving after being fired.
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