Staff of Animation Fixes (#35491)
* staff of animation fixes and system * requested changes * size back to normal * Update AnimateSpellSystem.cs --------- Co-authored-by: ScarKy0 <106310278+ScarKy0@users.noreply.github.com>
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@@ -1,4 +1,3 @@
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using System.Linq;
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using System.Numerics;
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using Content.Shared.Actions;
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using Content.Shared.Body.Components;
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@@ -27,8 +26,6 @@ using Robust.Shared.Audio.Systems;
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using Robust.Shared.Map;
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using Robust.Shared.Map.Components;
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using Robust.Shared.Network;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Physics.Systems;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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@@ -84,7 +81,6 @@ public abstract class SharedMagicSystem : EntitySystem
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SubscribeLocalEvent<RandomGlobalSpawnSpellEvent>(OnRandomGlobalSpawnSpell);
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SubscribeLocalEvent<MindSwapSpellEvent>(OnMindSwapSpell);
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SubscribeLocalEvent<VoidApplauseSpellEvent>(OnVoidApplause);
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SubscribeLocalEvent<AnimateSpellEvent>(OnAnimateSpell);
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}
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private void OnBeforeCastSpell(Entity<MagicComponent> ent, ref BeforeCastSpellEvent args)
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@@ -301,7 +297,8 @@ public abstract class SharedMagicSystem : EntitySystem
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return;
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ev.Handled = true;
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Speak(ev);
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if (ev.DoSpeech)
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Speak(ev);
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RemoveComponents(ev.Target, ev.ToRemove);
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AddComponents(ev.Target, ev.ToAdd);
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@@ -532,33 +529,6 @@ public abstract class SharedMagicSystem : EntitySystem
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_stun.TryParalyze(ev.Performer, ev.PerformerStunDuration, true);
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}
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#endregion
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#region Animation Spells
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private void OnAnimateSpell(AnimateSpellEvent ev)
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{
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if (ev.Handled || !PassesSpellPrerequisites(ev.Action, ev.Performer) || !TryComp<FixturesComponent>(ev.Target, out var fixtures) ||
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!TryComp<PhysicsComponent>(ev.Target, out var physics))
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return;
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ev.Handled = true;
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//Speak(ev);
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RemoveComponents(ev.Target, ev.RemoveComponents);
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AddComponents(ev.Target, ev.AddComponents);
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var xform = Transform(ev.Target);
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var fixture = fixtures.Fixtures.First();
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_transform.Unanchor(ev.Target);
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_physics.SetCanCollide(ev.Target, true, true, false, fixtures, physics);
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_physics.SetCollisionMask(ev.Target, fixture.Key, fixture.Value, (int)CollisionGroup.FlyingMobMask, fixtures, physics);
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_physics.SetCollisionLayer(ev.Target, fixture.Key, fixture.Value, (int)CollisionGroup.FlyingMobLayer, fixtures, physics);
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_physics.SetBodyType(ev.Target, BodyType.KinematicController, fixtures, physics, xform);
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_physics.SetBodyStatus(ev.Target, physics, BodyStatus.InAir, true);
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_physics.SetFixedRotation(ev.Target, false, true, fixtures, physics);
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}
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#endregion
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// End Spells
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#endregion
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