Handled in an ECS way by PreventCollideEvent. The disposals one doesn't work anyway and would've required a larger refactor of disposals to fix so out of scope.
25 lines
750 B
C#
25 lines
750 B
C#
using Content.Shared.GameObjects.Components.Projectiles;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Physics.Dynamics;
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namespace Content.Shared.GameObjects.EntitySystems
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{
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public sealed class ProjectileSystem : EntitySystem
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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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SubscribeLocalEvent<SharedProjectileComponent, PreventCollideEvent>(PreventCollision);
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}
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private void PreventCollision(EntityUid uid, SharedProjectileComponent component, PreventCollideEvent args)
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{
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if (component.IgnoreShooter && args.BodyB.Owner.Uid == component.Shooter)
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{
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args.Cancel();
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return;
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}
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}
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}
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}
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