Vapor tweaks (#9638)
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@@ -18,11 +18,10 @@ namespace Content.Server.Fluids.EntitySystems;
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public sealed class SpraySystem : EntitySystem
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{
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly PopupSystem _popupSystem = default!;
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[Dependency] private readonly SolutionContainerSystem _solutionContainerSystem = default!;
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[Dependency] private readonly VaporSystem _vaporSystem = default!;
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly IMapManager _mapManager = default!;
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public override void Initialize()
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{
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@@ -58,22 +57,10 @@ public sealed class SpraySystem : EntitySystem
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return;
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}
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var userXform = Transform(args.User);
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// The grid/map entity to attach the vapor to.
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EntityUid vaporSpawnEntityUid;
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if (userXform.GridUid != null)
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vaporSpawnEntityUid = userXform.GridUid.Value;
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else if (userXform.MapUid != null)
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vaporSpawnEntityUid = userXform.MapUid.Value;
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else
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return;
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var gridMapXform = Transform(vaporSpawnEntityUid);
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var gridMapInvMatrix = gridMapXform.InvWorldMatrix;
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var xformQuery = GetEntityQuery<TransformComponent>();
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var userXform = xformQuery.GetComponent(args.User);
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var userMapPos = userXform.MapPosition;
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var clickMapPos = args.ClickLocation.ToMap(EntityManager);
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var diffPos = clickMapPos.Position - userMapPos.Position;
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@@ -110,9 +97,11 @@ public sealed class SpraySystem : EntitySystem
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break;
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// Spawn the vapor cloud onto the grid/map the user is present on. Offset the start position based on how far the target destination is.
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var vaporPos = userMapPos.Offset(distance < 1 ? quarter : threeQuarters).Position;
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var vapor = Spawn(component.SprayedPrototype, new EntityCoordinates(vaporSpawnEntityUid, gridMapInvMatrix.Transform(vaporPos)));
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Transform(vapor).WorldRotation = rotation;
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var vaporPos = userMapPos.Offset(distance < 1 ? quarter : threeQuarters);
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var vapor = Spawn(component.SprayedPrototype, vaporPos);
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var vaporXform = xformQuery.GetComponent(vapor);
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vaporXform.WorldRotation = rotation;
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if (TryComp(vapor, out AppearanceComponent? appearance))
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{
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@@ -126,11 +115,7 @@ public sealed class SpraySystem : EntitySystem
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// impulse direction is defined in world-coordinates, not local coordinates
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var impulseDirection = rotation.ToVec();
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_vaporSystem.Start(vaporComponent, impulseDirection, component.SprayVelocity, target, component.SprayAliveTime);
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// Apply the reaction force to the user.
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if (component.Impulse > 0f && TryComp(args.User, out PhysicsComponent? body))
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body.ApplyLinearImpulse(-impulseDirection * component.Impulse);
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_vaporSystem.Start(vaporComponent, vaporXform, impulseDirection, component.SprayVelocity, target, component.SprayAliveTime, args.User);
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}
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SoundSystem.Play(component.SpraySound.GetSound(), Filter.Pvs(uid), uid, AudioHelpers.WithVariation(0.125f));
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