Fix Antimatter engine maths and overplacing (#2736)
* Antimatter engine parts can't be placed overlapping * Antimatter engine stability maths fixed * Antimatter engine: Clean up some unused stuff
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@@ -1,4 +1,5 @@
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using System.Threading.Tasks;
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using System.Linq;
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using Content.Server.GameObjects.Components.Interactable;
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using Content.Server.Interfaces.GameObjects.Components.Items;
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using Content.Shared.GameObjects.Components.Interactable;
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@@ -35,8 +36,12 @@ namespace Content.Server.GameObjects.Components.Power.AME
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{
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var mapGrid = _mapManager.GetGrid(args.ClickLocation.GetGridId(_serverEntityManager));
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var tile = mapGrid.GetTileRef(args.ClickLocation);
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var snapPos = mapGrid.SnapGridCellFor(args.ClickLocation, SnapGridOffset.Center);
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if (mapGrid.GetSnapGridCell(snapPos, SnapGridOffset.Center).Any(sc => sc.Owner.HasComponent<AMEShieldComponent>()))
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{
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Owner.PopupMessage(args.User, Loc.GetString("Shielding is already there!"));
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return true;
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}
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var ent = _serverEntityManager.SpawnEntity("AMEShielding", mapGrid.GridTileToLocal(snapPos));
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ent.Transform.LocalRotation = Owner.Transform.LocalRotation;
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