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:
DrSmugleaf
2020-10-11 16:36:58 +02:00
committed by GitHub
parent 413ca9812d
commit b64cb24059
79 changed files with 292 additions and 268 deletions

View File

@@ -46,9 +46,9 @@ namespace Content.Server.GameObjects.Components.Movement
{
base.Initialize();
if (!Owner.EnsureComponent(out CollidableComponent _))
if (!Owner.EnsureComponent(out PhysicsComponent _))
{
Logger.Warning($"Entity {Owner.Name} at {Owner.Transform.MapPosition} didn't have a {nameof(CollidableComponent)}");
Logger.Warning($"Entity {Owner.Name} at {Owner.Transform.MapPosition} didn't have a {nameof(PhysicsComponent)}");
}
_doAfterSystem = EntitySystem.Get<DoAfterSystem>();
@@ -178,7 +178,7 @@ namespace Content.Server.GameObjects.Components.Movement
var result = await _doAfterSystem.DoAfter(doAfterEventArgs);
if (result != DoAfterStatus.Cancelled && entityToMove.TryGetComponent(out ICollidableComponent body) && body.PhysicsShapes.Count >= 1)
if (result != DoAfterStatus.Cancelled && entityToMove.TryGetComponent(out IPhysicsComponent body) && body.PhysicsShapes.Count >= 1)
{
var direction = (Owner.Transform.WorldPosition - entityToMove.Transform.WorldPosition).Normalized;
var endPoint = Owner.Transform.WorldPosition;
@@ -220,7 +220,7 @@ namespace Content.Server.GameObjects.Components.Movement
var result = await _doAfterSystem.DoAfter(doAfterEventArgs);
if (result != DoAfterStatus.Cancelled && user.TryGetComponent(out ICollidableComponent body) && body.PhysicsShapes.Count >= 1)
if (result != DoAfterStatus.Cancelled && user.TryGetComponent(out IPhysicsComponent body) && body.PhysicsShapes.Count >= 1)
{
var direction = (Owner.Transform.WorldPosition - user.Transform.WorldPosition).Normalized;
var endPoint = Owner.Transform.WorldPosition;