Nukes any mention of CollisionGroup.Clickable (#3782)

* Initial

* Typo

* Update integer references

* Applied Reviews

Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
This commit is contained in:
Swept
2021-04-08 11:44:20 +00:00
committed by GitHub
parent 2ae35a2270
commit c7482140e1
9 changed files with 197 additions and 239 deletions

View File

@@ -21,10 +21,9 @@ namespace Content.Shared.Physics
MobImpassable = 1 << 2, // 4 Mobs, players, crabs, etc MobImpassable = 1 << 2, // 4 Mobs, players, crabs, etc
VaultImpassable = 1 << 3, // 8 Things that cannot be jumped over, not half walls or tables VaultImpassable = 1 << 3, // 8 Things that cannot be jumped over, not half walls or tables
SmallImpassable = 1 << 4, // 16 Things a smaller object - a cat, a crab - can't go through - a wall, but not a computer terminal or a table SmallImpassable = 1 << 4, // 16 Things a smaller object - a cat, a crab - can't go through - a wall, but not a computer terminal or a table
Clickable = 1 << 5, // 32 Temporary "dummy" layer to ensure that objects can still be clicked even if they don't collide with anything (you can't interact with objects that have no layer, including items) GhostImpassable = 1 << 5, // 32 Things impassible by ghosts/observers, ie blessed tiles or forcefields
GhostImpassable = 1 << 6, // 64 Things impassible by ghosts/observers, ie blessed tiles or forcefields Underplating = 1 << 6, // 64 Things that are under plating
Underplating = 1 << 7, // 128 Things that are under plating Passable = 1 << 7, // 128 Things that are passable
Passable = 1 << 8, // 256 Things that are passable
MapGrid = MapGridHelpers.CollisionGroup, // Map grids, like shuttles. This is the actual grid itself, not the walls or other entities connected to the grid. MapGrid = MapGridHelpers.CollisionGroup, // Map grids, like shuttles. This is the actual grid itself, not the walls or other entities connected to the grid.
MobMask = Impassable | MobImpassable | VaultImpassable | SmallImpassable, MobMask = Impassable | MobImpassable | VaultImpassable | SmallImpassable,

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@@ -0,0 +1,61 @@
- type: entity
name: cell recharger
id: PowerCellRecharger
components:
- type: Sprite
netsync: false
sprite: Constructible/Power/cell_recharger.rsi
drawdepth: Items
- type: Icon
sprite: Constructible/Power/cell_recharger.rsi
state: empty
- type: PowerCellCharger
transfer_efficiency: 0.85
- type: PowerReceiver
- type: Appearance
visuals:
- type: PowerChargerVisualizer
- type: Anchorable
- type: Clickable
- type: InteractionOutline
- type: entity
name: recharger
id: WeaponCapacitorRecharger
components:
- type: Sprite
netsync: false
sprite: Constructible/Power/recharger.rsi
drawdepth: Items
- type: Icon
sprite: Constructible/Power/recharger.rsi
state: empty
- type: WeaponCapacitorCharger
transfer_efficiency: 0.85
- type: PowerReceiver
- type: Appearance
visuals:
- type: PowerChargerVisualizer
- type: Anchorable
- type: Clickable
- type: InteractionOutline
- type: entity
name: wall recharger
id: WallWeaponCapacitorRecharger
components:
- type: Sprite
netsync: false
sprite: Constructible/Power/wall_recharger.rsi
drawdepth: Items
- type: Icon
sprite: Constructible/Power/wall_recharger.rsi
state: empty
- type: WeaponCapacitorCharger
transfer_efficiency: 0.95
- type: PowerReceiver
- type: Appearance
visuals:
- type: PowerChargerVisualizer
- type: Clickable
- type: InteractionOutline

View File

@@ -23,5 +23,4 @@
layer: [None] layer: [None]
mask: mask:
- MobMask - MobMask
- Clickable
- type: ParticleProjectile - type: ParticleProjectile

View File

@@ -0,0 +1,128 @@
- type: entity
id: Morgue
name: morgue
description: Used to keep bodies in until someone fetches them. Includes a high-tech alert system for false-positives!
components:
- type: Sprite
netsync: false
sprite: Objects/Specific/Medical/Morgue/morgue.rsi
layers:
- state: morgue_closed
map: ["enum.MorgueVisualLayers.Base"]
- state: morgue_nomob_light
visible: false
map: ["enum.MorgueVisualLayers.Light"]
shader: unshaded
- type: Clickable
- type: InteractionOutline
- type: Physics
bodyType: Static
fixtures:
- shape:
!type:PhysShapeAabb
bounds: "-0.5, -0.5, 0.5, 0.5"
mass: 25
mask:
- Impassable
- MobImpassable
- VaultImpassable
- SmallImpassable
layer:
- Opaque
- MobImpassable
- VaultImpassable
- SmallImpassable
- type: MorgueEntityStorage
CanWeldShut: false
IsCollidableWhenOpen: true
Capacity: 1
closeSound: /Audio/Items/deconstruct.ogg
openSound: /Audio/Items/deconstruct.ogg
trayPrototype: MorgueTray
- type: Appearance
visuals:
- type: MorgueVisualizer
state_open: morgue_open
state_closed: morgue_closed
light_contents: morgue_nomob_light
light_mob: morgue_nosoul_light
light_soul: morgue_soul_light
- type: SnapGrid
offset: Center
- type: entity
id: MorgueTray
name: morgue tray
description: If you lay down to have a rest on this, you'll soon have a problem.
components:
- type: Sprite
netsync: false
sprite: Objects/Specific/Medical/Morgue/morgue.rsi
state: morgue_tray
- type: Clickable
- type: InteractionOutline
- type: MorgueTray
- type: entity
id: Crematorium
name: crematorium
description: A human incinerator. Works well on barbecue nights.
components:
- type: Sprite
netsync: false
sprite: Objects/Specific/Medical/Morgue/morgue.rsi
layers:
- state: crema_closed
map: ["enum.CrematoriumVisualLayers.Base"]
- state: crema_contents_light
visible: false
map: ["enum.CrematoriumVisualLayers.Light"]
shader: unshaded
- type: Clickable
- type: InteractionOutline
- type: Physics
bodyType: Static
fixtures:
- shape:
!type:PhysShapeAabb
bounds: "-0.5, -0.5, 0.5, 0.5"
mass: 25
mask:
- Impassable
- MobImpassable
- VaultImpassable
- SmallImpassable
layer:
- Opaque
- MobImpassable
- VaultImpassable
- SmallImpassable
- type: CrematoriumEntityStorage
CanWeldShut: false
IsCollidableWhenOpen: true
Capacity: 1
closeSound: /Audio/Items/deconstruct.ogg
openSound: /Audio/Items/deconstruct.ogg
trayPrototype: CrematoriumTray
doSoulBeep: false
- type: LoopingSound
- type: Appearance
visuals:
- type: CrematoriumVisualizer
state_open: crema_open
state_closed: crema_closed
light_contents: crema_contents_light
light_burning: crema_active_light
- type: SnapGrid
offset: Center
- type: entity
id: CrematoriumTray
name: crematorium tray
parent: MorgueTray
components:
- type: Sprite
netsync: false
sprite: Objects/Specific/Medical/Morgue/morgue.rsi
state: crema_tray

View File

@@ -18,10 +18,12 @@
- shape: - shape:
!type:PhysShapeAabb !type:PhysShapeAabb
bounds: "-0.25,-0.25,0.25,0.25" bounds: "-0.25,-0.25,0.25,0.25"
mass: 1 mass: 25
mask:
- SmallImpassable
layer: layer:
- Clickable - Opaque
- MobImpassable
- type: TraitorDeathMatchRedemption - type: TraitorDeathMatchRedemption
placement: placement:
mode: AlignTileAny mode: AlignTileAny

View File

@@ -12,8 +12,6 @@
- shape: - shape:
!type:PhysShapeAabb !type:PhysShapeAabb
bounds: "-0.15,-0.3,0.2,0.3" # TODO: these are placeholder values bounds: "-0.15,-0.3,0.2,0.3" # TODO: these are placeholder values
layer:
- Clickable
- type: PowerCell - type: PowerCell
- type: Sprite - type: Sprite
netsync: false netsync: false
@@ -300,89 +298,3 @@
visuals: visuals:
- type: PowerCellVisualizer - type: PowerCellVisualizer
prefix: l_hy prefix: l_hy
- type: entity
name: cell recharger
id: PowerCellRecharger
components:
- type: Sprite
netsync: false
sprite: Constructible/Power/cell_recharger.rsi
drawdepth: Items
- type: Icon
sprite: Constructible/Power/cell_recharger.rsi
state: empty
- type: PowerCellCharger
transfer_efficiency: 0.85
- type: PowerReceiver
- type: Appearance
visuals:
- type: PowerChargerVisualizer
- type: Anchorable
- type: Clickable
- type: InteractionOutline
- type: Physics
fixtures:
- shape:
!type:PhysShapeAabb
bounds: "-0.25,-0.25,0.25,0.25"
mass: 5
mask: [Impassable]
layer: [Clickable]
- type: entity
name: recharger
id: WeaponCapacitorRecharger
components:
- type: Sprite
netsync: false
sprite: Constructible/Power/recharger.rsi
drawdepth: Items
- type: Icon
sprite: Constructible/Power/recharger.rsi
state: empty
- type: WeaponCapacitorCharger
transfer_efficiency: 0.85
- type: PowerReceiver
- type: Appearance
visuals:
- type: PowerChargerVisualizer
- type: Anchorable
- type: Clickable
- type: InteractionOutline
- type: Physics
fixtures:
- shape:
!type:PhysShapeAabb
bounds: "-0.25,-0.25,0.25,0.25"
mass: 5
mask: [Impassable]
layer: [Clickable]
- type: entity
name: wall recharger
id: WallWeaponCapacitorRecharger
components:
- type: Sprite
netsync: false
sprite: Constructible/Power/wall_recharger.rsi
drawdepth: Items
- type: Icon
sprite: Constructible/Power/wall_recharger.rsi
state: empty
- type: WeaponCapacitorCharger
transfer_efficiency: 0.95
- type: PowerReceiver
- type: Appearance
visuals:
- type: PowerChargerVisualizer
- type: Clickable
- type: InteractionOutline
- type: Physics
fixtures:
- shape:
!type:PhysShapeAabb
bounds: "-0.25,-0.25,0.25,0.25"
mass: 5
mask: [Impassable]
layer: [Clickable]

View File

@@ -25,8 +25,6 @@
!type:PhysShapeAabb !type:PhysShapeAabb
bounds: "-0.45,-0.5,0.1,0.5" bounds: "-0.45,-0.5,0.1,0.5"
mass: 5 mass: 5
layer:
- Clickable
- type: BodyBagEntityStorage - type: BodyBagEntityStorage
CanWeldShut: false CanWeldShut: false
Capacity: 1 Capacity: 1
@@ -55,144 +53,6 @@
# prototype: someId # prototype: someId
# snap: Center # snap: Center
- type: entity
id: Morgue
name: morgue
description: Used to keep bodies in until someone fetches them. Includes a high-tech alert system for false-positives!
components:
- type: Sprite
netsync: false
sprite: Objects/Specific/Medical/Morgue/morgue.rsi
layers:
- state: morgue_closed
map: ["enum.MorgueVisualLayers.Base"]
- state: morgue_nomob_light
visible: false
map: ["enum.MorgueVisualLayers.Light"]
shader: unshaded
- type: Clickable
- type: InteractionOutline
- type: Physics
bodyType: Static
fixtures:
- shape:
!type:PhysShapeAabb
bounds: "-0.5, -0.5, 0.5, 0.5"
mass: 25
mask:
- Impassable
- MobImpassable
- VaultImpassable
- SmallImpassable
layer:
- Opaque
- MobImpassable
- VaultImpassable
- SmallImpassable
- type: MorgueEntityStorage
CanWeldShut: false
IsCollidableWhenOpen: true
Capacity: 1
closeSound: /Audio/Items/deconstruct.ogg
openSound: /Audio/Items/deconstruct.ogg
trayPrototype: MorgueTray
- type: Appearance
visuals:
- type: MorgueVisualizer
state_open: morgue_open
state_closed: morgue_closed
light_contents: morgue_nomob_light
light_mob: morgue_nosoul_light
light_soul: morgue_soul_light
- type: SnapGrid
offset: Center
- type: entity
id: MorgueTray
name: morgue tray
description: If you lay down to have a rest on this, you'll soon have a problem.
components:
- type: Sprite
netsync: false
sprite: Objects/Specific/Medical/Morgue/morgue.rsi
state: morgue_tray
- type: Clickable
- type: InteractionOutline
- type: Physics
bodyType: Static
fixtures:
- shape:
!type:PhysShapeAabb
bounds: "-0.5, -0.5, 0.5, 0.5"
mass: 15
layer:
- Clickable
- type: MorgueTray
- type: entity
id: Crematorium
name: crematorium
description: A human incinerator. Works well on barbecue nights.
components:
- type: Sprite
netsync: false
sprite: Objects/Specific/Medical/Morgue/morgue.rsi
layers:
- state: crema_closed
map: ["enum.CrematoriumVisualLayers.Base"]
- state: crema_contents_light
visible: false
map: ["enum.CrematoriumVisualLayers.Light"]
shader: unshaded
- type: Clickable
- type: InteractionOutline
- type: Physics
bodyType: Static
fixtures:
- shape:
!type:PhysShapeAabb
bounds: "-0.5, -0.5, 0.5, 0.5"
mass: 25
mask:
- Impassable
- MobImpassable
- VaultImpassable
- SmallImpassable
layer:
- Opaque
- MobImpassable
- VaultImpassable
- SmallImpassable
- type: CrematoriumEntityStorage
CanWeldShut: false
IsCollidableWhenOpen: true
Capacity: 1
closeSound: /Audio/Items/deconstruct.ogg
openSound: /Audio/Items/deconstruct.ogg
trayPrototype: CrematoriumTray
doSoulBeep: false
- type: LoopingSound
- type: Appearance
visuals:
- type: CrematoriumVisualizer
state_open: crema_open
state_closed: crema_closed
light_contents: crema_contents_light
light_burning: crema_active_light
- type: SnapGrid
offset: Center
- type: entity
id: CrematoriumTray
name: crematorium tray
parent: MorgueTray
components:
- type: Sprite
netsync: false
sprite: Objects/Specific/Medical/Morgue/morgue.rsi
state: crema_tray
- type: entity - type: entity
id: Ash id: Ash
name: ash name: ash

View File

@@ -18,7 +18,6 @@
!type:PhysShapeAabb !type:PhysShapeAabb
bounds: "-0.1,-0.1,0.1,0.1" bounds: "-0.1,-0.1,0.1,0.1"
hard: false hard: false
layer: [Clickable]
mask: mask:
- Impassable - Impassable
- MobImpassable - MobImpassable

View File

@@ -20,8 +20,6 @@
!type:PhysShapeAabb !type:PhysShapeAabb
bounds: "-0.25,-0.25,0.25,0.25" bounds: "-0.25,-0.25,0.25,0.25"
mass: 5 mass: 5
layer:
- Clickable
mask: mask:
- Impassable - Impassable
- VaultImpassable - VaultImpassable