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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@@ -58,9 +58,9 @@ namespace Content.Server.GameObjects.Components.Chemistry
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_velocity = velocity;
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_aliveTime = aliveTime;
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// Set Move
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if (Owner.TryGetComponent(out ICollidableComponent collidable))
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if (Owner.TryGetComponent(out IPhysicsComponent physics))
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{
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var controller = collidable.EnsureController<VaporController>();
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var controller = physics.EnsureController<VaporController>();
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controller.Move(_direction, _velocity);
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}
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}
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@@ -82,7 +82,7 @@ namespace Content.Server.GameObjects.Components.Chemistry
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_timer += frameTime;
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_reactTimer += frameTime;
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if (_reactTimer >= ReactTime && Owner.TryGetComponent(out ICollidableComponent collidable))
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if (_reactTimer >= ReactTime && Owner.TryGetComponent(out IPhysicsComponent physics))
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{
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_reactTimer = 0;
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var mapGrid = _mapManager.GetGrid(Owner.Transform.GridID);
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@@ -101,7 +101,7 @@ namespace Content.Server.GameObjects.Components.Chemistry
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{
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_reached = true;
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if (Owner.TryGetComponent(out ICollidableComponent coll))
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if (Owner.TryGetComponent(out IPhysicsComponent coll))
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{
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var controller = coll.EnsureController<VaporController>();
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controller.Stop();
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@@ -150,11 +150,11 @@ namespace Content.Server.GameObjects.Components.Chemistry
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}
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// Check for collision with a impassable object (e.g. wall) and stop
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if (collidedWith.TryGetComponent(out ICollidableComponent collidable))
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if (collidedWith.TryGetComponent(out IPhysicsComponent physics))
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{
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if ((collidable.CollisionLayer & (int) CollisionGroup.Impassable) != 0 && collidable.Hard)
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if ((physics.CollisionLayer & (int) CollisionGroup.Impassable) != 0 && physics.Hard)
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{
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if (Owner.TryGetComponent(out ICollidableComponent coll))
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if (Owner.TryGetComponent(out IPhysicsComponent coll))
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{
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var controller = coll.EnsureController<VaporController>();
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controller.Stop();
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