* Refactor slip dropping to use throwing * Update Content.Server/Fluids/EntitySystems/SpillableSystem.cs Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Uncringe * Update Content.Server/Fluids/EntitySystems/SpillableSystem.cs Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com>
42 lines
1.4 KiB
C#
42 lines
1.4 KiB
C#
using Content.Server.Hands.Components;
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using Content.Shared.Standing;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Maths;
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using Robust.Shared.Random;
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namespace Content.Server.Standing;
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public class StandingStateSystem : EntitySystem
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{
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[Dependency] private readonly IRobustRandom _random = default!;
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private void FallOver(EntityUid uid, StandingStateComponent component, DropHandItemsEvent args)
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{
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var direction = EntityManager.TryGetComponent(uid, out PhysicsComponent? comp) ? comp.LinearVelocity / 50 : Vector2.Zero;
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var dropAngle = _random.NextFloat(0.8f, 1.2f);
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if (EntityManager.TryGetComponent(uid, out HandsComponent? hands))
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{
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foreach (var heldItem in hands.GetAllHeldItems())
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{
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if (hands.Drop(heldItem.Owner))
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{
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Throwing.ThrowHelper.TryThrow(heldItem.Owner,
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_random.NextAngle().RotateVec(direction / dropAngle +
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EntityManager.GetEntity(uid).Transform.WorldRotation.ToVec() / 50),
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0.5f * dropAngle * _random.NextFloat(-0.9f, 1.1f),
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EntityManager.GetEntity(uid), 0);
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}
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}
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}
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}
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<StandingStateComponent, DropHandItemsEvent>(FallOver);
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}
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}
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