Actual lockers (#195)

Adds storing entities into lockers the way we all know and love.
Relies on an implementation of ITileDefinition in https://github.com/space-wizards/space-station-14/pull/193 (just like origin/master)
#191
This commit is contained in:
PrPleGoo
2019-04-17 23:26:00 +02:00
committed by Pieter-Jan Briers
parent 1fe24eeb12
commit 903961771b
19 changed files with 272 additions and 41 deletions

View File

@@ -2,6 +2,7 @@
using Content.Server.GameObjects.Components.Projectiles;
using Content.Shared.GameObjects;
using Content.Shared.Physics;
using Robust.Server.GameObjects;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.GameObjects.Components;
@@ -25,9 +26,10 @@ namespace Content.Server.GameObjects.Components
// after impacting the first object.
// For realism this should actually be changed when the velocity of the object is less than a threshold.
// This would allow ricochets off walls, and weird gravity effects from slowing the object.
if (collidedwith.Count > 0 && Owner.TryGetComponent(out ICollidableComponent body))
if (collidedwith.Count > 0 && Owner.TryGetComponent(out CollidableComponent body))
{
body.CollisionMask &= (int) ~CollisionGroup.Mob;
body.CollisionMask &= (int)~CollisionGroup.Mob;
body.IsScrapingFloor = true;
// KYS, your job is finished.
Owner.RemoveComponent<ThrownItemComponent>();