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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@@ -33,7 +33,7 @@ namespace Content.Server.GameObjects.Components.Projectiles
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void ICollideBehavior.CollideWith(IEntity entity)
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{
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if (!_shouldCollide) return;
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if (entity.TryGetComponent(out CollidableComponent collid))
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if (entity.TryGetComponent(out PhysicsComponent collid))
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{
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if (!collid.Hard) // ignore non hard
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return;
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@@ -52,7 +52,7 @@ namespace Content.Server.GameObjects.Components.Projectiles
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// after impacting the first object.
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// For realism this should actually be changed when the velocity of the object is less than a threshold.
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// This would allow ricochets off walls, and weird gravity effects from slowing the object.
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if (Owner.TryGetComponent(out ICollidableComponent body) && body.PhysicsShapes.Count >= 1)
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if (Owner.TryGetComponent(out IPhysicsComponent body) && body.PhysicsShapes.Count >= 1)
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{
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_shouldCollide = false;
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}
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@@ -65,7 +65,7 @@ namespace Content.Server.GameObjects.Components.Projectiles
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return;
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}
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if (Owner.TryGetComponent(out ICollidableComponent body) && body.PhysicsShapes.Count >= 1)
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if (Owner.TryGetComponent(out IPhysicsComponent body) && body.PhysicsShapes.Count >= 1)
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{
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body.PhysicsShapes[0].CollisionMask &= (int) ~CollisionGroup.ThrownItem;
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@@ -91,7 +91,7 @@ namespace Content.Server.GameObjects.Components.Projectiles
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public void StartThrow(Vector2 direction, float speed)
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{
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var comp = Owner.GetComponent<ICollidableComponent>();
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var comp = Owner.GetComponent<IPhysicsComponent>();
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comp.Status = BodyStatus.InAir;
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var controller = comp.EnsureController<ThrownController>();
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@@ -125,7 +125,7 @@ namespace Content.Server.GameObjects.Components.Projectiles
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{
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base.Initialize();
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Owner.EnsureComponent<CollidableComponent>().EnsureController<ThrownController>();
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Owner.EnsureComponent<PhysicsComponent>().EnsureController<ThrownController>();
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}
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}
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}
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