Emergency revert for pulling (#24923)
Revert "Pulling rework (#20906)"
This reverts commit 0d8254b2a2.
This commit is contained in:
@@ -20,11 +20,6 @@ public sealed class ThrowingSystem : EntitySystem
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{
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public const float ThrowAngularImpulse = 5f;
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/// <summary>
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/// Speed cap on rotation in case of click-spam.
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/// </summary>
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public const float ThrowAngularCap = 3f * MathF.PI;
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public const float PushbackDefault = 2f;
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/// <summary>
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@@ -47,17 +42,15 @@ public sealed class ThrowingSystem : EntitySystem
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float strength = 1.0f,
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EntityUid? user = null,
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float pushbackRatio = PushbackDefault,
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bool recoil = true,
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bool animated = true,
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bool playSound = true)
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{
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var thrownPos = _transform.GetMapCoordinates(uid);
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var mapPos = _transform.ToMapCoordinates(coordinates);
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var thrownPos = Transform(uid).MapPosition;
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var mapPos = coordinates.ToMap(EntityManager, _transform);
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if (mapPos.MapId != thrownPos.MapId)
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return;
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TryThrow(uid, mapPos.Position - thrownPos.Position, strength, user, pushbackRatio, recoil: recoil, animated: animated, playSound: playSound);
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TryThrow(uid, mapPos.Position - thrownPos.Position, strength, user, pushbackRatio, playSound);
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}
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/// <summary>
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@@ -72,8 +65,6 @@ public sealed class ThrowingSystem : EntitySystem
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float strength = 1.0f,
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EntityUid? user = null,
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float pushbackRatio = PushbackDefault,
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bool recoil = true,
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bool animated = true,
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bool playSound = true)
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{
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var physicsQuery = GetEntityQuery<PhysicsComponent>();
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@@ -81,6 +72,7 @@ public sealed class ThrowingSystem : EntitySystem
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return;
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var projectileQuery = GetEntityQuery<ProjectileComponent>();
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var tagQuery = GetEntityQuery<TagComponent>();
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TryThrow(
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uid,
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@@ -90,7 +82,8 @@ public sealed class ThrowingSystem : EntitySystem
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projectileQuery,
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strength,
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user,
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pushbackRatio, recoil: recoil, animated: animated, playSound: playSound);
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pushbackRatio,
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playSound);
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}
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/// <summary>
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@@ -108,8 +101,6 @@ public sealed class ThrowingSystem : EntitySystem
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float strength = 1.0f,
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EntityUid? user = null,
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float pushbackRatio = PushbackDefault,
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bool recoil = true,
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bool animated = true,
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bool playSound = true)
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{
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if (strength <= 0 || direction == Vector2Helpers.Infinity || direction == Vector2Helpers.NaN || direction == Vector2.Zero)
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@@ -125,17 +116,12 @@ public sealed class ThrowingSystem : EntitySystem
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if (projectileQuery.TryGetComponent(uid, out var proj) && !proj.OnlyCollideWhenShot)
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return;
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var comp = new ThrownItemComponent
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{
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Thrower = user,
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Animate = animated,
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};
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var comp = new ThrownItemComponent();
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comp.Thrower = user;
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// Estimate time to arrival so we can apply OnGround status and slow it much faster.
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var time = direction.Length() / strength;
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comp.ThrownTime = _gameTiming.CurTime;
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// TODO: This is a bandaid, don't do this.
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// if you want to force landtime have the caller handle it or add a new method.
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// did we launch this with something stronger than our hands?
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if (TryComp<HandsComponent>(comp.Thrower, out var hands) && strength > hands.ThrowForceMultiplier)
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comp.LandTime = comp.ThrownTime + TimeSpan.FromSeconds(time);
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@@ -180,8 +166,7 @@ public sealed class ThrowingSystem : EntitySystem
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if (user == null)
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return;
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if (recoil)
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_recoil.KickCamera(user.Value, -direction * 0.04f);
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_recoil.KickCamera(user.Value, -direction * 0.04f);
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// Give thrower an impulse in the other direction
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if (pushbackRatio != 0.0f &&
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