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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@@ -254,9 +254,9 @@ namespace Content.Server.GameObjects.Components.Doors
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airtight.AirBlocked = false;
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}
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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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collidable.Hard = false;
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physics.Hard = false;
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}
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await Timer.Delay(OpenTimeTwo, _cancellationTokenSource.Token);
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@@ -297,7 +297,7 @@ namespace Content.Server.GameObjects.Components.Doors
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private void CheckCrush()
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{
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if (!Owner.TryGetComponent(out ICollidableComponent? body))
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if (!Owner.TryGetComponent(out IPhysicsComponent? body))
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return;
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// Crush
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@@ -305,7 +305,7 @@ namespace Content.Server.GameObjects.Components.Doors
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{
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if (!e.TryGetComponent(out StunnableComponent? stun)
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|| !e.TryGetComponent(out IDamageableComponent? damage)
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|| !e.TryGetComponent(out ICollidableComponent? otherBody))
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|| !e.TryGetComponent(out IPhysicsComponent? otherBody))
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continue;
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var percentage = otherBody.WorldAABB.IntersectPercentage(body.WorldAABB);
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@@ -377,7 +377,8 @@ namespace Content.Server.GameObjects.Components.Doors
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{
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bool shouldCheckCrush = false;
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if (_canCrush && Owner.TryGetComponent(out ICollidableComponent? collidable) && collidable.IsColliding(Vector2.Zero, false))
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if (_canCrush && Owner.TryGetComponent(out IPhysicsComponent? physics) &&
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physics.IsColliding(Vector2.Zero, false))
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{
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if (Safety)
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return false;
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@@ -406,7 +407,7 @@ namespace Content.Server.GameObjects.Components.Doors
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airtight.AirBlocked = true;
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}
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if (Owner.TryGetComponent(out ICollidableComponent? body))
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if (Owner.TryGetComponent(out IPhysicsComponent? body))
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{
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body.Hard = true;
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}
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