* 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>
65 lines
1.8 KiB
C#
65 lines
1.8 KiB
C#
#nullable enable
|
|
using Content.Shared.GameObjects.EntitySystems.ActionBlocker;
|
|
using Content.Shared.GameObjects.Verbs;
|
|
using Content.Shared.Interfaces;
|
|
using Robust.Shared.GameObjects;
|
|
using Robust.Shared.Localization;
|
|
using Robust.Shared.Physics;
|
|
using Robust.Shared.Serialization;
|
|
|
|
namespace Content.Server.GameObjects.Components.Rotatable
|
|
{
|
|
[RegisterComponent]
|
|
public class FlippableComponent : Component
|
|
{
|
|
public override string Name => "Flippable";
|
|
|
|
private string? _entity;
|
|
|
|
private void TryFlip(IEntity user)
|
|
{
|
|
if (Owner.TryGetComponent(out IPhysBody? physics) &&
|
|
physics.BodyType == BodyType.Static)
|
|
{
|
|
Owner.PopupMessage(user, Loc.GetString("It's stuck."));
|
|
return;
|
|
}
|
|
|
|
if (_entity == null)
|
|
{
|
|
return;
|
|
}
|
|
|
|
Owner.EntityManager.SpawnEntity(_entity, Owner.Transform.Coordinates);
|
|
Owner.Delete();
|
|
}
|
|
|
|
public override void ExposeData(ObjectSerializer serializer)
|
|
{
|
|
base.ExposeData(serializer);
|
|
|
|
serializer.DataField(ref _entity, "entity", Owner.Prototype?.ID);
|
|
}
|
|
|
|
[Verb]
|
|
private sealed class FlippableVerb : Verb<FlippableComponent>
|
|
{
|
|
protected override void GetData(IEntity user, FlippableComponent component, VerbData data)
|
|
{
|
|
if (!ActionBlockerSystem.CanInteract(user))
|
|
{
|
|
data.Visibility = VerbVisibility.Invisible;
|
|
return;
|
|
}
|
|
|
|
data.Text = Loc.GetString("Flip");
|
|
}
|
|
|
|
protected override void Activate(IEntity user, FlippableComponent component)
|
|
{
|
|
component.TryFlip(user);
|
|
}
|
|
}
|
|
}
|
|
}
|