Fix standing-state collisions resetting (#7469)

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
This commit is contained in:
Leon Friedrich
2022-04-14 14:31:07 +12:00
committed by GitHub
parent e63a176330
commit 119e90124f
3 changed files with 38 additions and 19 deletions

View File

@@ -12,6 +12,13 @@ namespace Content.Shared.Climbing
[Dependency] private readonly IEntityManager _entMan = default!;
[Dependency] private readonly IEntitySystemManager _sysMan = default!;
/// <summary>
/// List of fixtures that had vault-impassable prior to an entity being downed. Required when re-adding the
/// collision mask.
/// </summary>
[DataField("vaultImpassableFixtures")]
public List<string> VaultImpassableFixtures = new();
protected bool IsOnClimbableThisFrame
{
get
@@ -78,17 +85,25 @@ namespace Content.Shared.Climbing
// Hope the mob has one fixture
if (!_entMan.TryGetComponent<FixturesComponent>(Owner, out var fixturesComponent) || fixturesComponent.Deleted) return;
foreach (var fixture in fixturesComponent.Fixtures.Values)
if (value)
{
if (value)
foreach (var (key, fixture) in fixturesComponent.Fixtures)
{
if ((fixture.CollisionMask & (int) CollisionGroup.VaultImpassable) == 0)
continue;
VaultImpassableFixtures.Add(key);
fixture.CollisionMask &= ~(int) CollisionGroup.VaultImpassable;
}
else
{
fixture.CollisionMask |= (int) CollisionGroup.VaultImpassable;
}
return;
}
foreach (var key in VaultImpassableFixtures)
{
if (fixturesComponent.Fixtures.TryGetValue(key, out var fixture))
fixture.CollisionMask |= (int) CollisionGroup.VaultImpassable;
}
VaultImpassableFixtures.Clear();
}
[Serializable, NetSerializable]