* 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>
39 lines
769 B
C#
39 lines
769 B
C#
#nullable enable
|
|
using System;
|
|
using Robust.Shared.GameObjects;
|
|
using Robust.Shared.Physics;
|
|
using Robust.Shared.Serialization;
|
|
|
|
namespace Content.Shared.GameObjects.Components.Portal
|
|
{
|
|
public abstract class SharedPortalComponent : Component
|
|
{
|
|
public override string Name => "Portal";
|
|
|
|
public override void OnAdd()
|
|
{
|
|
base.OnAdd();
|
|
|
|
if (Owner.TryGetComponent<IPhysBody>(out var physics))
|
|
{
|
|
physics.Hard = false;
|
|
}
|
|
}
|
|
}
|
|
|
|
[Serializable, NetSerializable]
|
|
public enum PortalVisuals
|
|
{
|
|
State
|
|
}
|
|
|
|
[Serializable, NetSerializable]
|
|
public enum PortalState
|
|
{
|
|
RecentlyTeleported,
|
|
Pending,
|
|
UnableToTeleport,
|
|
}
|
|
|
|
}
|