Inertia (#3709)
* Some stuff * Fix NaN angular velocity * Optimise a bit * Give throwing a bit of a spin * Reality can be whatever I want * Biffing it * Cleanup * Update submodule Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
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@@ -1,22 +1,16 @@
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#nullable enable
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using Content.Server.GameObjects.Components.Observer;
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using System.Collections.Generic;
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using System.Linq;
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using Content.Server.GameObjects.Components.StationEvents;
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using Content.Shared.Physics;
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using Robust.Shared.Audio;
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using Robust.Shared.Containers;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Log;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Collision;
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using Robust.Shared.Physics.Dynamics.Shapes;
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using Robust.Shared.Random;
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using Robust.Server.GameObjects;
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using Content.Shared.GameObjects.Components.Singularity;
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using Robust.Shared.Physics.Collision.Shapes;
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using Robust.Shared.Player;
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using Robust.Shared.Players;
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using Robust.Shared.Timing;
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@@ -27,9 +21,6 @@ namespace Content.Server.GameObjects.Components.Singularity
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[RegisterComponent]
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public class ServerSingularityComponent : SharedSingularityComponent, IStartCollide
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{
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[Dependency] private readonly IRobustRandom _random = default!;
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public int Energy
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{
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get => _energy;
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