Fix conveyors changing speed depending on the tick rate (#2424)

This commit is contained in:
DrSmugleaf
2020-10-29 09:53:31 +01:00
committed by GitHub
parent cc6acae145
commit f6fbe41e7c
2 changed files with 2 additions and 4 deletions

View File

@@ -155,7 +155,7 @@ namespace Content.Server.GameObjects.Components.Conveyor
if (entity.TryGetComponent(out IPhysicsComponent? physics)) if (entity.TryGetComponent(out IPhysicsComponent? physics))
{ {
var controller = physics.EnsureController<ConveyedController>(); var controller = physics.EnsureController<ConveyedController>();
controller.Move(direction, _speed * frameTime); controller.Move(direction, _speed);
} }
} }
} }

View File

@@ -1,8 +1,6 @@
#nullable enable #nullable enable
using Content.Shared.GameObjects.Components.Movement; using Content.Shared.GameObjects.Components.Movement;
using Robust.Shared.GameObjects.Components; using Robust.Shared.GameObjects.Components;
using Robust.Shared.Interfaces.Physics;
using Robust.Shared.IoC;
using Robust.Shared.Maths; using Robust.Shared.Maths;
using Robust.Shared.Physics; using Robust.Shared.Physics;
@@ -24,7 +22,7 @@ namespace Content.Shared.Physics
return; return;
} }
LinearVelocity = velocityDirection * speed * 100; LinearVelocity = velocityDirection * speed;
} }
public override void UpdateAfterProcessing() public override void UpdateAfterProcessing()