Rework CollisionGroups (#7656)
* Replace Mob, Vault, and Small impassable with Mid, High, Low * Remove CollisionGroup.Underplating * Remove CollisionGroup.Passable * Fix constructed APCs not being interactable * Change firelocks to occlude * Make pipe inherit from BaseItem * Clean up pipes * Remove duplicate physics and fixtures from bucket * Rework CollisionGroups on all entities * Add SlipLayer * Remove fixture from delta * Fix maps * Address reviews * Add SubfloorMask * Fix glass collisions for flying mobs * Fix maps * Update new items * Fix bagel again * Fix slug * Fix maps * Touchups * Fix tables blocking high pressure movement * Update StandingState to allow going under flaps * Cleanup * More formatting
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@@ -26,6 +26,8 @@ namespace Content.Server.Morgue.Components
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{
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[Dependency] private readonly IEntityManager _entMan = default!;
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private const CollisionGroup TrayCanOpenMask = CollisionGroup.Impassable | CollisionGroup.MidImpassable;
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("trayPrototype", customTypeSerializer:typeof(PrototypeIdSerializer<EntityPrototype>))]
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private string? _trayPrototypeId;
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@@ -69,7 +71,7 @@ namespace Content.Server.Morgue.Components
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{
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if (!EntitySystem.Get<SharedInteractionSystem>().InRangeUnobstructed(Owner,
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_entMan.GetComponent<TransformComponent>(Owner).Coordinates.Offset(_entMan.GetComponent<TransformComponent>(Owner).LocalRotation.GetCardinalDir()),
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collisionMask: CollisionGroup.Impassable | CollisionGroup.VaultImpassable
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collisionMask: TrayCanOpenMask
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))
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{
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if (!silent)
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