Singularity Fixes, Part 3 (#4105)
* Hopefully make singularity shader warping resolution-invariant This may or may not fix intensity issues * Fix singularity 'zero velocity' check It got stuck in a corner. Twice. I really thought I'd fixed that. * Make it easier to move around various power stuff by shrinking their AABBs a little and making singulo generator a circle * Changes to some machine prototypes to reduce duplication of collision changes (#1) * Changes to some machine prototypes to reduce duplication of collision changes * BaseMachine.BaseMachineUnpowered -> BaseMachine.BaseMachinePowered
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@@ -61,12 +61,12 @@ namespace Content.Server.GameObjects.Components.Singularity
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if (value < 0) value = 0;
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if (value > 6) value = 6;
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_level = value;
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if ((_level > 1) && (value <= 1))
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{
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// Prevents it getting stuck (see SingularityController.MoveSingulo)
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if (_collidableComponent != null) _collidableComponent.LinearVelocity = Vector2.Zero;
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}
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_level = value;
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if(_radiationPulseComponent != null) _radiationPulseComponent.RadsPerSecond = 10 * value;
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