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
This commit is contained in:
@@ -56,8 +56,8 @@ namespace Content.Server.GameObjects.Components.Disposal
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!entity.TryGetComponent(out ICollidableComponent? collidable) ||
|
||||
!collidable.CanCollide)
|
||||
if (!entity.TryGetComponent(out IPhysicsComponent? physics) ||
|
||||
!physics.CanCollide)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
@@ -73,9 +73,9 @@ namespace Content.Server.GameObjects.Components.Disposal
|
||||
return false;
|
||||
}
|
||||
|
||||
if (entity.TryGetComponent(out ICollidableComponent? collidable))
|
||||
if (entity.TryGetComponent(out IPhysicsComponent? physics))
|
||||
{
|
||||
collidable.CanCollide = false;
|
||||
physics.CanCollide = false;
|
||||
}
|
||||
|
||||
return true;
|
||||
@@ -105,9 +105,9 @@ namespace Content.Server.GameObjects.Components.Disposal
|
||||
|
||||
foreach (var entity in _contents.ContainedEntities.ToArray())
|
||||
{
|
||||
if (entity.TryGetComponent(out ICollidableComponent? collidable))
|
||||
if (entity.TryGetComponent(out IPhysicsComponent? physics))
|
||||
{
|
||||
collidable.CanCollide = true;
|
||||
physics.CanCollide = true;
|
||||
}
|
||||
|
||||
_contents.ForceRemove(entity);
|
||||
|
||||
Reference in New Issue
Block a user