Emergency revert for pulling (#24923)

Revert "Pulling rework (#20906)"

This reverts commit 0d8254b2a2.
This commit is contained in:
Jezithyr
2024-02-03 10:32:30 -08:00
committed by GitHub
parent 914bab19e8
commit c15b0691ec
53 changed files with 1359 additions and 764 deletions

View File

@@ -9,6 +9,7 @@ using Content.Shared.Maps;
using Content.Shared.Mobs.Systems;
using Content.Shared.Movement.Components;
using Content.Shared.Movement.Events;
using Content.Shared.Pulling.Components;
using Content.Shared.Tag;
using Robust.Shared.Audio;
using Robust.Shared.Audio.Systems;
@@ -22,7 +23,6 @@ using Robust.Shared.Physics.Controllers;
using Robust.Shared.Physics.Systems;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
using PullableComponent = Content.Shared.Movement.Pulling.Components.PullableComponent;
namespace Content.Shared.Movement.Systems
{
@@ -53,7 +53,7 @@ namespace Content.Shared.Movement.Systems
protected EntityQuery<MovementSpeedModifierComponent> ModifierQuery;
protected EntityQuery<PhysicsComponent> PhysicsQuery;
protected EntityQuery<RelayInputMoverComponent> RelayQuery;
protected EntityQuery<PullableComponent> PullableQuery;
protected EntityQuery<SharedPullableComponent> PullableQuery;
protected EntityQuery<TransformComponent> XformQuery;
protected EntityQuery<CanMoveInAirComponent> CanMoveInAirQuery;
protected EntityQuery<NoRotateOnMoveComponent> NoRotateQuery;
@@ -85,7 +85,7 @@ namespace Content.Shared.Movement.Systems
RelayTargetQuery = GetEntityQuery<MovementRelayTargetComponent>();
PhysicsQuery = GetEntityQuery<PhysicsComponent>();
RelayQuery = GetEntityQuery<RelayInputMoverComponent>();
PullableQuery = GetEntityQuery<PullableComponent>();
PullableQuery = GetEntityQuery<SharedPullableComponent>();
XformQuery = GetEntityQuery<TransformComponent>();
NoRotateQuery = GetEntityQuery<NoRotateOnMoveComponent>();
CanMoveInAirQuery = GetEntityQuery<CanMoveInAirComponent>();
@@ -381,7 +381,7 @@ namespace Content.Shared.Movement.Systems
!otherCollider.CanCollide ||
((collider.CollisionMask & otherCollider.CollisionLayer) == 0 &&
(otherCollider.CollisionMask & collider.CollisionLayer) == 0) ||
(TryComp(otherCollider.Owner, out PullableComponent? pullable) && pullable.BeingPulled))
(TryComp(otherCollider.Owner, out SharedPullableComponent? pullable) && pullable.BeingPulled))
{
continue;
}