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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@@ -2,7 +2,6 @@
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using System.Collections.Generic;
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using Content.Server.GameObjects.Components.GUI;
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using Content.Server.GameObjects.Components.Items.Storage;
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using Content.Server.GameObjects.Components.Mobs;
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using Content.Server.GameObjects.Components.Movement;
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using Content.Server.GameObjects.Components.Sound;
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using Content.Shared.Audio;
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@@ -10,9 +9,7 @@ using Content.Shared.GameObjects.Components.Inventory;
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using Content.Shared.GameObjects.Components.Movement;
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using Content.Shared.GameObjects.Components.Tag;
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using Content.Shared.Maps;
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using Content.Shared.Physics;
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using Content.Shared.Physics.Controllers;
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using JetBrains.Annotations;
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using Robust.Server.GameObjects;
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using Robust.Shared.Audio;
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using Robust.Shared.GameObjects;
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@@ -20,7 +17,7 @@ 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.Shapes;
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using Robust.Shared.Physics.Dynamics;
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using Robust.Shared.Player;
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using Robust.Shared.Prototypes;
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@@ -90,7 +87,6 @@ namespace Content.Server.Physics.Controllers
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{
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physics = gridEntity.AddComponent<PhysicsComponent>();
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physics.BodyStatus = BodyStatus.InAir;
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physics.Mass = 1;
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physics.CanCollide = true;
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physics.AddFixture(new Fixture(physics, new PhysShapeGrid(grid)));
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}
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