Rename usages of collidable to physics (#2230)
* Rename usages of collidable to physics * high tier PANIQUE * aaaaaaaaAAAAAa * cursed commit dont research * Fix urist and items being anchored * Fix the rest
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@@ -20,9 +20,9 @@ namespace Content.Client.GameObjects.Components.Mobs.State
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EntitySystem.Get<StandingStateSystem>().Down(entity);
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if (entity.TryGetComponent(out CollidableComponent collidable))
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if (entity.TryGetComponent(out PhysicsComponent physics))
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{
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collidable.CanCollide = false;
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physics.CanCollide = false;
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}
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}
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@@ -30,9 +30,9 @@ namespace Content.Client.GameObjects.Components.Mobs.State
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{
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EntitySystem.Get<StandingStateSystem>().Standing(entity);
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if (entity.TryGetComponent(out CollidableComponent collidable))
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if (entity.TryGetComponent(out PhysicsComponent physics))
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{
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collidable.CanCollide = true;
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physics.CanCollide = true;
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}
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}
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@@ -73,7 +73,7 @@ namespace Content.Client.GameObjects.Components.Suspicion
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return;
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}
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if (!ally.TryGetComponent(out ICollidableComponent collidable))
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if (!ally.TryGetComponent(out IPhysicsComponent physics))
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{
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return;
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}
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@@ -85,7 +85,7 @@ namespace Content.Client.GameObjects.Components.Suspicion
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}
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// all entities have a TransformComponent
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var transform = collidable.Entity.Transform;
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var transform = physics.Entity.Transform;
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// if not on the same map, continue
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if (transform.MapID != _eyeManager.CurrentMap || !transform.IsMapTransform)
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@@ -93,7 +93,7 @@ namespace Content.Client.GameObjects.Components.Suspicion
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continue;
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}
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var worldBox = collidable.WorldAABB;
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var worldBox = physics.WorldAABB;
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// if not on screen, or too small, continue
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if (!worldBox.Intersects(in viewport) || worldBox.IsEmpty())
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@@ -101,7 +101,7 @@ namespace Content.Client.GameObjects.Components.Suspicion
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continue;
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}
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var screenCoordinates = _eyeManager.WorldToScreen(collidable.WorldAABB.TopLeft + (0, 0.5f));
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var screenCoordinates = _eyeManager.WorldToScreen(physics.WorldAABB.TopLeft + (0, 0.5f));
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DrawString(screen, _font, screenCoordinates, _traitorText, Color.OrangeRed);
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}
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}
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