Also more instances of someone using TryComp instead of HasComp Co-authored-by: metalgearsloth <metalgearsloth@gmail.com>
60 lines
1.6 KiB
C#
60 lines
1.6 KiB
C#
using Content.Shared.CCVar;
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using Content.Shared.Movement.Components;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Dynamics;
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namespace Content.Shared.Movement.Systems;
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public abstract partial class SharedMoverController
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{
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private bool _pushingEnabled;
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private void InitializePushing()
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{
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_configManager.OnValueChanged(CCVars.MobPushing, SetPushing, true);
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}
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private void SetPushing(bool value)
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{
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if (_pushingEnabled == value) return;
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_pushingEnabled = value;
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if (_pushingEnabled)
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{
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PhysicsSystem.KinematicControllerCollision += OnMobCollision;
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}
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else
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{
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PhysicsSystem.KinematicControllerCollision -= OnMobCollision;
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}
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}
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private void ShutdownPushing()
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{
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if (_pushingEnabled)
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PhysicsSystem.KinematicControllerCollision -= OnMobCollision;
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_configManager.UnsubValueChanged(CCVars.MobPushing, SetPushing);
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}
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/// <summary>
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/// Fake pushing for player collisions.
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/// </summary>
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private void OnMobCollision(Fixture ourFixture, Fixture otherFixture, float frameTime, Vector2 worldNormal)
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{
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if (!_pushingEnabled)
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return;
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var otherBody = otherFixture.Body;
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if (otherBody.BodyType != BodyType.Dynamic || !otherFixture.Hard)
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return;
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if (!EntityManager.TryGetComponent(ourFixture.Body.Owner, out MobMoverComponent? mobMover) || worldNormal == Vector2.Zero)
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return;
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PhysicsSystem.ApplyLinearImpulse(otherBody, -worldNormal * mobMover.PushStrengthVV * frameTime);
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}
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}
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