diff --git a/Content.Server/GameObjects/Components/Weapon/Ranged/Projectile/BaseProjectileWeaponComponent.cs b/Content.Server/GameObjects/Components/Weapon/Ranged/Projectile/BaseProjectileWeaponComponent.cs index 44b257cf80..0cb36b02a2 100644 --- a/Content.Server/GameObjects/Components/Weapon/Ranged/Projectile/BaseProjectileWeaponComponent.cs +++ b/Content.Server/GameObjects/Components/Weapon/Ranged/Projectile/BaseProjectileWeaponComponent.cs @@ -12,6 +12,7 @@ using Robust.Shared.Random; using Robust.Shared.Serialization; using Robust.Shared.ViewVariables; using System.Collections.Generic; +using Robust.Shared.Physics; namespace Content.Server.GameObjects.Components.Weapon.Ranged.Projectile { @@ -61,7 +62,9 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged.Projectile projectile.Transform.GridPosition = source.Transform.GridPosition; //move projectile to entity it is being fired from projectile.GetComponent().IgnoreEntity(source);//make sure it doesn't hit the source entity var finalvelocity = projectile.GetComponent().Velocity + velocity;//add velocity - projectile.GetComponent().LinearVelocity = finalangle.ToVec() * finalvelocity;//Rotate the bullets sprite to the correct direction + var physicsComponent = projectile.GetComponent(); + physicsComponent.Status = BodyStatus.InAir; + physicsComponent.LinearVelocity = finalangle.ToVec() * finalvelocity;//Rotate the bullets sprite to the correct direction projectile.Transform.LocalRotation = finalangle.Theta; } PlayFireSound();