Merge physics rewrite
This commit is contained in:
@@ -1,5 +1,6 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using Content.Server.GameObjects.EntitySystems;
|
||||
using Content.Shared.GameObjects;
|
||||
using Content.Shared.GameObjects.Components.Items;
|
||||
@@ -140,7 +141,7 @@ namespace Content.Server.GameObjects.Components.Weapon.Melee
|
||||
for (var i = 0; i < increments; i++)
|
||||
{
|
||||
var castAngle = new Angle(baseAngle + increment * i);
|
||||
var res = _physicsManager.IntersectRay(mapId, new CollisionRay(position, castAngle.ToVec(), 23), _range, ignore, ignoreNonHardCollidables: true);
|
||||
var res = _physicsManager.IntersectRay(mapId, new CollisionRay(position, castAngle.ToVec(), 23), _range, ignore).First();
|
||||
if (res.HitEntity != null)
|
||||
{
|
||||
resSet.Add(res.HitEntity);
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
using System;
|
||||
using System.Linq;
|
||||
using Content.Server.GameObjects.Components.Power;
|
||||
using Content.Server.GameObjects.Components.Sound;
|
||||
using Content.Server.GameObjects.EntitySystems;
|
||||
@@ -90,10 +91,13 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged.Hitscan
|
||||
var angle = new Angle(clickLocation.Position - userPosition);
|
||||
|
||||
var ray = new CollisionRay(userPosition, angle.ToVec(), (int)(CollisionGroup.Impassable | CollisionGroup.MobImpassable));
|
||||
var rayCastResults = IoCManager.Resolve<IPhysicsManager>().IntersectRay(user.Transform.MapID, ray, MaxLength, user, ignoreNonHardCollidables: true);
|
||||
var rayCastResults = IoCManager.Resolve<IPhysicsManager>().IntersectRay(user.Transform.MapID, ray, MaxLength, user).ToList();
|
||||
|
||||
Hit(rayCastResults, energyModifier, user);
|
||||
AfterEffects(user, rayCastResults, angle, energyModifier);
|
||||
if (rayCastResults.Count == 1)
|
||||
{
|
||||
Hit(rayCastResults[0], energyModifier, user);
|
||||
AfterEffects(user, rayCastResults[0], angle, energyModifier);
|
||||
}
|
||||
}
|
||||
|
||||
protected virtual void Hit(RayCastResults ray, float damageModifier, IEntity user = null)
|
||||
@@ -109,7 +113,7 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged.Hitscan
|
||||
protected virtual void AfterEffects(IEntity user, RayCastResults ray, Angle angle, float energyModifier)
|
||||
{
|
||||
var time = IoCManager.Resolve<IGameTiming>().CurTime;
|
||||
var dist = ray.DidHitObject ? ray.Distance : MaxLength;
|
||||
var dist = ray.Distance;
|
||||
var offset = angle.ToVec() * dist / 2;
|
||||
var message = new EffectSystemMessage
|
||||
{
|
||||
|
||||
@@ -42,7 +42,7 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged.Projectile
|
||||
{
|
||||
var angle = GetAngleFromClickLocation(source, coord);
|
||||
FireAtAngle(source, angle, projectileType, spreadStdDev, projectilesFired, evenSpreadAngle, velocity);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Fires projectile in the direction of an angle.
|
||||
|
||||
Reference in New Issue
Block a user