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:
@@ -62,8 +62,8 @@ namespace Content.Shared.GameObjects.Components.Movement
|
||||
|| ContainerHelpers.IsInContainer(Owner)
|
||||
|| _slipped.Contains(entity.Uid)
|
||||
|| !entity.TryGetComponent(out SharedStunnableComponent stun)
|
||||
|| !entity.TryGetComponent(out ICollidableComponent otherBody)
|
||||
|| !Owner.TryGetComponent(out ICollidableComponent body))
|
||||
|| !entity.TryGetComponent(out IPhysicsComponent otherBody)
|
||||
|| !Owner.TryGetComponent(out IPhysicsComponent body))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
@@ -85,10 +85,10 @@ namespace Content.Shared.GameObjects.Components.Movement
|
||||
return false;
|
||||
}
|
||||
|
||||
if (entity.TryGetComponent(out ICollidableComponent collidable))
|
||||
if (entity.TryGetComponent(out IPhysicsComponent physics))
|
||||
{
|
||||
var controller = collidable.EnsureController<SlipController>();
|
||||
controller.LinearVelocity = collidable.LinearVelocity * LaunchForwardsMultiplier;
|
||||
var controller = physics.EnsureController<SlipController>();
|
||||
controller.LinearVelocity = physics.LinearVelocity * LaunchForwardsMultiplier;
|
||||
}
|
||||
|
||||
stun.Paralyze(5);
|
||||
@@ -117,10 +117,10 @@ namespace Content.Shared.GameObjects.Components.Movement
|
||||
}
|
||||
|
||||
var entity = _entityManager.GetEntity(uid);
|
||||
var collidable = Owner.GetComponent<ICollidableComponent>();
|
||||
var otherCollidable = entity.GetComponent<ICollidableComponent>();
|
||||
var physics = Owner.GetComponent<IPhysicsComponent>();
|
||||
var otherPhysics = entity.GetComponent<IPhysicsComponent>();
|
||||
|
||||
if (!collidable.WorldAABB.Intersects(otherCollidable.WorldAABB))
|
||||
if (!physics.WorldAABB.Intersects(otherPhysics.WorldAABB))
|
||||
{
|
||||
_slipped.Remove(uid);
|
||||
}
|
||||
@@ -131,11 +131,11 @@ namespace Content.Shared.GameObjects.Components.Movement
|
||||
{
|
||||
base.Initialize();
|
||||
|
||||
var collidable = Owner.EnsureComponent<CollidableComponent>();
|
||||
var physics = Owner.EnsureComponent<PhysicsComponent>();
|
||||
|
||||
collidable.Hard = false;
|
||||
physics.Hard = false;
|
||||
|
||||
var shape = collidable.PhysicsShapes.FirstOrDefault();
|
||||
var shape = physics.PhysicsShapes.FirstOrDefault();
|
||||
|
||||
if (shape != null)
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user