* 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 Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
47 lines
1.4 KiB
C#
47 lines
1.4 KiB
C#
using Content.Server.GameObjects.Components.Weapon;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Physics;
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using Robust.Shared.Serialization;
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namespace Content.Server.GameObjects.Components.Projectiles
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{
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/// <summary>
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/// Upon colliding with an object this will flash in an area around it
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/// </summary>
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[RegisterComponent]
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public class FlashProjectileComponent : Component, ICollideBehavior
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{
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public override string Name => "FlashProjectile";
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private float _range;
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private float _duration;
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private bool _flashed;
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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serializer.DataField(ref _range, "range", 1.0f);
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serializer.DataField(ref _duration, "duration", 8.0f);
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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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// Shouldn't be using this without a ProjectileComponent because it will just immediately collide with thrower
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Owner.EnsureComponent<ProjectileComponent>();
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}
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void ICollideBehavior.CollideWith(IPhysBody ourBody, IPhysBody otherBody)
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{
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if (_flashed)
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{
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return;
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}
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FlashableComponent.FlashAreaHelper(Owner, _range, _duration);
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_flashed = true;
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}
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}
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}
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