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