* Fix this fug oksure Creates the initial species component, damage states, and threshold templates and hooks them into the damageable component * More rebase fixes * test * Pre future rebase * Please * Lol * Lol2 * SHADERS * Update Engine * yml file * Fix an initialization issue, injects dependencies * Fix error in loading shaders * Makes a master character ui controller component added upon client attachment to entity and remove upon client detachment from entity * Fixes just about everytrhing * Address PJB's comments * geeze * Make overlays work in worldspace instead of screen space and not cover user interfaces * update submodule
38 lines
1.4 KiB
C#
38 lines
1.4 KiB
C#
using System.Collections.Generic;
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using Content.Server.GameObjects.Components.Projectiles;
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using Content.Shared.GameObjects;
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using Content.Shared.Physics;
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using SS14.Shared.Interfaces.GameObjects;
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using SS14.Shared.Interfaces.GameObjects.Components;
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namespace Content.Server.GameObjects.Components
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{
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class ThrownItemComponent : ProjectileComponent, ICollideBehavior
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{
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public override string Name => "ThrownItem";
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void ICollideBehavior.CollideWith(List<IEntity> collidedwith)
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{
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foreach (var entity in collidedwith)
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{
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if (entity.TryGetComponent(out DamageableComponent damage))
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{
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damage.TakeDamage(DamageType.Brute, 10);
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}
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}
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// Stop colliding with mobs, this mimics not having enough velocity to do damage
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// after impacting the first object.
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// For realism this should actually be changed when the velocity of the object is less than a threshold.
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// This would allow ricochets off walls, and weird gravity effects from slowing the object.
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if (collidedwith.Count > 0 && Owner.TryGetComponent(out ICollidableComponent body))
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{
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body.CollisionMask &= (int) ~CollisionGroup.Mob;
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// KYS, your job is finished.
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Owner.RemoveComponent<ThrownItemComponent>();
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}
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}
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}
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}
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