Converted everything to use collision and physics component interfaces.

This commit is contained in:
Acruid
2020-07-19 00:33:02 -07:00
parent ea94f4a182
commit c9374992a6
29 changed files with 75 additions and 75 deletions

View File

@@ -114,7 +114,7 @@ namespace Content.Server.GameObjects.Components.Movement
{
// Added this component to avoid stacking portals and causing shenanigans
// TODO: Doesn't do a great job of stopping stacking portals for directed
if (entity.HasComponent<CollidableComponent>() || entity.HasComponent<ServerTeleporterComponent>())
if (entity.HasComponent<ICollidableComponent>() || entity.HasComponent<ServerTeleporterComponent>())
{
return;
}
@@ -159,7 +159,7 @@ namespace Content.Server.GameObjects.Components.Movement
// TODO: Check the user's spot? Upside is no stacking TPs but downside is they can't unstuck themselves from walls.
foreach (var entity in _serverEntityManager.GetEntitiesIntersecting(user.Transform.MapID, target))
{
if (entity.HasComponent<CollidableComponent>() || entity.HasComponent<ServerPortalComponent>())
if (entity.HasComponent<ICollidableComponent>() || entity.HasComponent<ServerPortalComponent>())
{
return false;
}