* Content side new physics structure * BroadPhase outline done * But we need to fix WorldAABB * Fix static pvs AABB * Fix import * Rando fixes * B is for balloon * Change human mob hitbox to circle * Decent movement * Start adding friction to player controller I think it's the best way to go about it to keep other objects somewhat consistent for physics. * This baby can fit so many physics bugs in it. * Slight mob mover optimisations. * Player mover kinda works okay. * Beginnings of testbed * More testbed * Circlestack bed * Namespaces * BB fixes * Pull WorldAABB * Joint pulling * Semi-decent movement I guess. * Pulling better * Bullet controller + old movement * im too dumb for this shit * Use kinematic mob controller again It's probably for the best TBH * Stashed shitcode * Remove SlipController * In which movement code is entirely refactored * Singularity fix * Fix ApplyLinearImpulse * MoveRelay fix * Fix door collisions * Disable subfloor collisions Saves on broadphase a fair bit * Re-implement ClimbController * Zumzum's pressure * Laggy item throwing * Minor atmos change * Some caching * Optimise controllers * Optimise CollideWith to hell and back * Re-do throwing and tile friction * Landing too * Optimise controllers * Move CCVars and other stuff swept is beautiful * Cleanup a bunch of controllers * Fix shooting and high pressure movement controller * Flashing improvements * Stuff and things * Combat collisions * Combat mode collisions * Pulling distance joint again * Cleanup physics interfaces * More like scuffedularity * Shit's fucked * Haha tests go green * Bigmoneycrab * Fix dupe pulling * Zumzum's based fix * Don't run tile friction for non-predicted bodies * Experimental pulling improvement * Everything's a poly now * Optimise AI region debugging a bit Could still be better but should improve default performance a LOT * Mover no updater * Crazy kinematic body idea * Good collisions * KinematicController * Fix aghost * Throwing refactor * Pushing cleanup * Fix throwing and footstep sounds * Frametime in ICollideBehavior * Fix stuff * Actually fix weightlessness * Optimise collision behaviors a lot * Make open lockers still collide with walls * powwweeerrrrr * Merge master proper * AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA * AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA * AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA * Ch ch ch changesss * SHIP IT * Fix #if DEBUG * Fix vaulting and item locker collision * Fix throwing * Editing yaml by hand what can go wrong * on * Last yaml fixes * Okay now it's fixed * Linter Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com> Co-authored-by: Vera Aguilera Puerto <zddm@outlook.es>
44 lines
1.3 KiB
C#
44 lines
1.3 KiB
C#
using Content.Server.GameObjects.Components.Weapon;
|
|
using Robust.Shared.GameObjects;
|
|
using Robust.Shared.Serialization.Manager.Attributes;
|
|
using Robust.Shared.Physics;
|
|
using Robust.Shared.Physics.Collision;
|
|
using Robust.Shared.Serialization;
|
|
|
|
namespace Content.Server.GameObjects.Components.Projectiles
|
|
{
|
|
/// <summary>
|
|
/// Upon colliding with an object this will flash in an area around it
|
|
/// </summary>
|
|
[RegisterComponent]
|
|
public class FlashProjectileComponent : Component, IStartCollide
|
|
{
|
|
public override string Name => "FlashProjectile";
|
|
|
|
[DataField("range")]
|
|
private float _range = 1.0f;
|
|
[DataField("duration")]
|
|
private float _duration = 8.0f;
|
|
|
|
private bool _flashed;
|
|
|
|
public override void Initialize()
|
|
{
|
|
base.Initialize();
|
|
// Shouldn't be using this without a ProjectileComponent because it will just immediately collide with thrower
|
|
Owner.EnsureComponent<ProjectileComponent>();
|
|
}
|
|
|
|
void IStartCollide.CollideWith(IPhysBody ourBody, IPhysBody otherBody, in Manifold manifold)
|
|
{
|
|
if (_flashed)
|
|
{
|
|
return;
|
|
}
|
|
|
|
FlashableComponent.FlashAreaHelper(Owner, _range, _duration);
|
|
_flashed = true;
|
|
}
|
|
}
|
|
}
|