using Robust.Shared.GameObjects; using Robust.Shared.Physics.Dynamics; namespace Content.Shared.Projectiles { public sealed class ProjectileSystem : EntitySystem { public override void Initialize() { base.Initialize(); SubscribeLocalEvent(PreventCollision); } private void PreventCollision(EntityUid uid, SharedProjectileComponent component, PreventCollideEvent args) { if (component.IgnoreShooter && args.BodyB.Owner == component.Shooter) { args.Cancel(); return; } } } }