Fix bullets slowing down.
This one was pretty hilarious I gotta admit.
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@@ -12,6 +12,7 @@ using Robust.Shared.Random;
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using Robust.Shared.Serialization;
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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using Robust.Shared.ViewVariables;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using Robust.Shared.Physics;
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namespace Content.Server.GameObjects.Components.Weapon.Ranged.Projectile
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namespace Content.Server.GameObjects.Components.Weapon.Ranged.Projectile
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{
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{
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@@ -61,7 +62,9 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged.Projectile
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projectile.Transform.GridPosition = source.Transform.GridPosition; //move projectile to entity it is being fired from
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projectile.Transform.GridPosition = source.Transform.GridPosition; //move projectile to entity it is being fired from
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projectile.GetComponent<ProjectileComponent>().IgnoreEntity(source);//make sure it doesn't hit the source entity
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projectile.GetComponent<ProjectileComponent>().IgnoreEntity(source);//make sure it doesn't hit the source entity
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var finalvelocity = projectile.GetComponent<ProjectileComponent>().Velocity + velocity;//add velocity
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var finalvelocity = projectile.GetComponent<ProjectileComponent>().Velocity + velocity;//add velocity
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projectile.GetComponent<PhysicsComponent>().LinearVelocity = finalangle.ToVec() * finalvelocity;//Rotate the bullets sprite to the correct direction
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var physicsComponent = projectile.GetComponent<PhysicsComponent>();
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physicsComponent.Status = BodyStatus.InAir;
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physicsComponent.LinearVelocity = finalangle.ToVec() * finalvelocity;//Rotate the bullets sprite to the correct direction
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projectile.Transform.LocalRotation = finalangle.Theta;
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projectile.Transform.LocalRotation = finalangle.Theta;
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}
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}
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PlayFireSound();
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PlayFireSound();
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