using Content.Shared.Buckle.Components; using Robust.Shared.GameObjects; using Robust.Shared.Physics.Dynamics; namespace Content.Shared.Buckle { public abstract class SharedBuckleSystem : EntitySystem { public override void Initialize() { base.Initialize(); SubscribeLocalEvent(PreventCollision); } private void PreventCollision(EntityUid uid, SharedBuckleComponent component, PreventCollideEvent args) { if (args.BodyB.Owner.Uid != component.LastEntityBuckledTo) return; component.IsOnStrapEntityThisFrame = true; if (component.Buckled || component.DontCollide) { args.Cancel(); } } } }