Make dead bodies disposable (#2375)

* Make dead bodies disposable

* Formatting Fixes

* Fixed Returning False in any case

* Revert "Fixed Returning False in any case"

This reverts commit fb1e40ca44f208078816e119976779280922b4c8.

* Fixed Returning False in any case

* Update Submodule
This commit is contained in:
Git-Nivrak
2020-10-30 02:06:20 +02:00
committed by GitHub
parent ca2c52e7b8
commit e4261f4e57

View File

@@ -6,12 +6,14 @@ using System.Threading;
using System.Threading.Tasks;
using Content.Server.GameObjects.Components.GUI;
using Content.Server.GameObjects.Components.Items.Storage;
using Content.Server.GameObjects.Components.Mobs.State;
using Content.Server.GameObjects.Components.Power.ApcNetComponents;
using Content.Server.GameObjects.Components.Projectiles;
using Content.Server.GameObjects.EntitySystems.DoAfter;
using Content.Server.Interfaces.GameObjects.Components.Items;
using Content.Server.Utility;
using Content.Shared.GameObjects.Components.Body;
using Content.Shared.GameObjects.Components.Damage;
using Content.Shared.GameObjects.Components.Disposal;
using Content.Shared.GameObjects.Components.Items;
using Content.Shared.GameObjects.EntitySystems;
@@ -136,10 +138,13 @@ namespace Content.Server.GameObjects.Components.Disposal
return false;
}
if (!entity.TryGetComponent(out IPhysicsComponent? physics) ||
if (!entity.TryGetComponent(out IPhysicsComponent? physics) ||
!physics.CanCollide)
{
return false;
if (!(entity.TryGetComponent(out IDamageableComponent? damageState) && damageState.CurrentState == DamageState.Dead)) {
return false;
}
}
if (!entity.HasComponent<ItemComponent>() &&