* 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
1.5 KiB
C#
47 lines
1.5 KiB
C#
using Content.Server.GameObjects.Components.Mobs;
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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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/// Adds stun when it collides with an entity
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/// </summary>
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[RegisterComponent]
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public sealed class StunnableProjectileComponent : Component, ICollideBehavior
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{
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public override string Name => "StunnableProjectile";
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// See stunnable for what these do
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private int _stunAmount;
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private int _knockdownAmount;
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private int _slowdownAmount;
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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 _stunAmount, "stunAmount", 0);
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serializer.DataField(ref _knockdownAmount, "knockdownAmount", 0);
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serializer.DataField(ref _slowdownAmount, "slowdownAmount", 0);
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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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Owner.EnsureComponentWarn(out 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 (otherBody.Entity.TryGetComponent(out StunnableComponent stunnableComponent))
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{
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stunnableComponent.Stun(_stunAmount);
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stunnableComponent.Knockdown(_knockdownAmount);
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stunnableComponent.Slowdown(_slowdownAmount);
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}
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}
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}
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}
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