* lewd * A * Realtime * Sleepy dork * Draw radar position * Accurate infiltrator * experiments * Better drawing * Labels * I need aan adult * Cleanup * Show toggles * display I guess * A * fix * fix * cleanupsies * Bit more polish * Make sure mass scanners actually work * Remove dummy state * fren * opposite * aghost crash * comment * What's in a name * woops * Show docking ports * Dock highlighting * Drawing dock * Shitty docks * Lots of docking drawing * Autodock working * dork * More graceful shutdown * zoomies * Lines and distance change * revert * Good enough * cleanup * Fix default range * Dock UI and loc update * Update on undock * Loc fixes
29 lines
919 B
C#
29 lines
919 B
C#
using Content.Server.Shuttles.Components;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Dynamics;
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namespace Content.Server.Shuttles.Systems;
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/// <summary>
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/// Deletes anything with <see cref="SpaceGarbageComponent"/> that has a cross-grid collision with a static body.
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/// </summary>
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public sealed class SpaceGarbageSystem : EntitySystem
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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<SpaceGarbageComponent, StartCollideEvent>(OnCollide);
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}
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private void OnCollide(EntityUid uid, SpaceGarbageComponent component, StartCollideEvent args)
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{
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var ourXform = Transform(args.OurFixture.Body.Owner);
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var otherXform = Transform(args.OtherFixture.Body.Owner);
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if (ourXform.GridEntityId == otherXform.GridEntityId ||
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args.OtherFixture.Body.BodyType != BodyType.Static) return;
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QueueDel(uid);
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}
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}
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