Fix center of mass mispredict when placing tiles (#37969)

fix COM mispredict
This commit is contained in:
slarticodefast
2025-06-01 06:39:45 +02:00
committed by GitHub
parent a241584919
commit e0ce82e1c7
2 changed files with 16 additions and 17 deletions

View File

@@ -1,7 +1,6 @@
using Content.Server.Administration.Logs;
using Content.Server.Body.Systems;
using Content.Server.Buckle.Systems;
using Content.Server.Doors.Systems;
using Content.Server.Parallax;
using Content.Server.Procedural;
using Content.Server.Shuttles.Components;
@@ -10,10 +9,7 @@ using Content.Server.Station.Systems;
using Content.Server.Stunnable;
using Content.Shared.Buckle.Components;
using Content.Shared.Damage;
using Content.Shared.GameTicking;
using Content.Shared.Light.Components;
using Content.Shared.Inventory;
using Content.Shared.Mobs.Systems;
using Content.Shared.Movement.Events;
using Content.Shared.Salvage;
using Content.Shared.Shuttles.Systems;
@@ -21,7 +17,6 @@ using Content.Shared.Throwing;
using JetBrains.Annotations;
using Robust.Server.GameObjects;
using Robust.Server.GameStates;
using Robust.Shared.Audio;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Configuration;
using Robust.Shared.EntitySerialization.Systems;
@@ -74,8 +69,6 @@ public sealed partial class ShuttleSystem : SharedShuttleSystem
private EntityQuery<PhysicsComponent> _physicsQuery;
private EntityQuery<TransformComponent> _xformQuery;
public const float TileDensityMultiplier = 0.5f;
public override void Initialize()
{
base.Initialize();
@@ -97,7 +90,6 @@ public sealed partial class ShuttleSystem : SharedShuttleSystem
SubscribeLocalEvent<ShuttleComponent, FTLCompletedEvent>(OnFTLCompleted);
SubscribeLocalEvent<GridInitializeEvent>(OnGridInit);
SubscribeLocalEvent<FixturesComponent, GridFixtureChangeEvent>(OnGridFixtureChange);
}
public override void Update(float frameTime)
@@ -106,15 +98,6 @@ public sealed partial class ShuttleSystem : SharedShuttleSystem
UpdateHyperspace();
}
private void OnGridFixtureChange(EntityUid uid, FixturesComponent manager, GridFixtureChangeEvent args)
{
foreach (var fixture in args.NewFixtures)
{
_physics.SetDensity(uid, fixture.Key, fixture.Value, TileDensityMultiplier, false, manager);
_fixtures.SetRestitution(uid, fixture.Key, fixture.Value, 0.1f, false, manager);
}
}
private void OnGridInit(GridInitializeEvent ev)
{
if (HasComp<MapComponent>(ev.EntityUid))