54 lines
1.6 KiB
C#
54 lines
1.6 KiB
C#
using Content.Shared.Projectiles;
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using Robust.Shared.Map;
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using Robust.Shared.Physics.Events;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Projectiles
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{
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public abstract class SharedProjectileSystem : EntitySystem
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{
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public const string ProjectileFixture = "projectile";
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<ProjectileComponent, PreventCollideEvent>(PreventCollision);
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}
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private void PreventCollision(EntityUid uid, ProjectileComponent component, ref PreventCollideEvent args)
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{
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if (component.IgnoreShooter && args.BodyB.Owner == component.Shooter)
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{
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args.Cancelled = true;
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}
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}
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public void SetShooter(ProjectileComponent component, EntityUid uid)
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{
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if (component.Shooter == uid) return;
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component.Shooter = uid;
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Dirty(component);
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}
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}
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[Serializable, NetSerializable]
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public sealed class ImpactEffectEvent : EntityEventArgs
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{
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public string Prototype;
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public EntityCoordinates Coordinates;
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public ImpactEffectEvent(string prototype, EntityCoordinates coordinates)
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{
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Prototype = prototype;
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Coordinates = coordinates;
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}
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}
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}
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/// <summary>
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/// Raised when entity is just about to be hit with projectile but can reflect it
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/// </summary>
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[ByRefEvent]
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public record struct ProjectileReflectAttemptEvent(EntityUid ProjUid, ProjectileComponent Component, bool Cancelled);
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