Content changes required for physicsmap purge (#37878)
* PhysMap changes * Fix call * Avoid tilefriction resolve yummy * a
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@@ -51,13 +51,14 @@ namespace Content.Shared.Friction
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_gridQuery = GetEntityQuery<MapGridComponent>();
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}
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public override void UpdateBeforeMapSolve(bool prediction, PhysicsMapComponent mapComponent, float frameTime)
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public override void UpdateBeforeSolve(bool prediction, float frameTime)
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{
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base.UpdateBeforeMapSolve(prediction, mapComponent, frameTime);
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base.UpdateBeforeSolve(prediction, frameTime);
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foreach (var body in mapComponent.AwakeBodies)
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foreach (var ent in PhysicsSystem.AwakeBodies)
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{
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var uid = body.Owner;
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var uid = ent.Owner;
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var body = ent.Comp1;
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// Only apply friction when it's not a mob (or the mob doesn't have control)
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// We may want to instead only apply friction to dynamic entities and not mobs ever.
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@@ -67,12 +68,7 @@ namespace Content.Shared.Friction
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if (body.LinearVelocity.Equals(Vector2.Zero) && body.AngularVelocity.Equals(0f))
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continue;
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if (!_xformQuery.TryGetComponent(uid, out var xform))
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{
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Log.Error($"Unable to get transform for {ToPrettyString(uid)} in tilefrictioncontroller");
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continue;
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}
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var xform = ent.Comp2;
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float friction;
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// If we're not touching the ground, don't use tileFriction.
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