diff --git a/Content.Server/Beam/BeamSystem.cs b/Content.Server/Beam/BeamSystem.cs index 08bf626aec..bef132adb3 100644 --- a/Content.Server/Beam/BeamSystem.cs +++ b/Content.Server/Beam/BeamSystem.cs @@ -3,9 +3,7 @@ using Content.Server.Lightning; using Content.Shared.Beam; using Content.Shared.Beam.Components; using Content.Shared.Interaction; -using Content.Shared.Lightning; using Content.Shared.Physics; -using Robust.Server.GameObjects; using Robust.Shared.Map; using Robust.Shared.Physics; using Robust.Shared.Physics.Collision.Shapes; @@ -19,6 +17,8 @@ public sealed class BeamSystem : SharedBeamSystem { [Dependency] private readonly FixtureSystem _fixture = default!; [Dependency] private readonly SharedAudioSystem _audio = default!; + [Dependency] private readonly SharedPhysicsSystem _physics = default!; + [Dependency] private readonly SharedTransformSystem _transformSystem = default!; public override void Initialize() { @@ -85,12 +85,13 @@ public sealed class BeamSystem : SharedBeamSystem { ID = "BeamBody", Hard = false, - CollisionMask = (int)CollisionGroup.ItemMask, //Change to MobMask - CollisionLayer = (int)CollisionGroup.MobLayer //Change to WallLayer + CollisionMask = (int)CollisionGroup.ItemMask, + CollisionLayer = (int)CollisionGroup.MobLayer }; _fixture.TryCreateFixture(physics, fixture); - physics.BodyType = BodyType.Dynamic; + _physics.SetBodyType(physics, BodyType.Dynamic); + _physics.SetCanCollide(physics, true); var beamVisualizerEvent = new BeamVisualizerEvent(ent, distanceLength, userAngle, bodyState, shader); RaiseNetworkEvent(beamVisualizerEvent);