Named fixtures for banana peels (#3822)

* Named fixtures for banana peels

* Soaps and PDAs

* Update submodule
This commit is contained in:
metalgearsloth
2021-04-13 20:57:29 +10:00
committed by GitHub
parent 499cfe7c3d
commit dc48b25a3b
31 changed files with 124 additions and 97 deletions

View File

@@ -8,6 +8,7 @@ using Robust.Shared.Log;
using Robust.Shared.Maths;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Collision;
using Robust.Shared.Physics.Dynamics;
using Robust.Shared.Timing;
namespace Content.Server.GameObjects.Components.PA
@@ -17,9 +18,9 @@ namespace Content.Server.GameObjects.Components.PA
{
public override string Name => "ParticleProjectile";
private ParticleAcceleratorPowerState _state;
void IStartCollide.CollideWith(IPhysBody ourBody, IPhysBody otherBody, in Manifold manifold)
void IStartCollide.CollideWith(Fixture ourFixture, Fixture otherFixture, in Manifold manifold)
{
if (otherBody.Entity.TryGetComponent<ServerSingularityComponent>(out var singularityComponent))
if (otherFixture.Body.Owner.TryGetComponent<ServerSingularityComponent>(out var singularityComponent))
{
var multiplier = _state switch
{
@@ -33,7 +34,7 @@ namespace Content.Server.GameObjects.Components.PA
singularityComponent.Energy += 10 * multiplier;
Owner.Delete();
}
else if (otherBody.Entity.TryGetComponent<SingularityGeneratorComponent>(out var singularityGeneratorComponent))
else if (otherFixture.Body.Owner.TryGetComponent<SingularityGeneratorComponent>(out var singularityGeneratorComponent))
{
singularityGeneratorComponent.Power += _state switch
{