Fixtures (again) (#5636)

This commit is contained in:
metalgearsloth
2021-12-01 18:32:37 +11:00
committed by GitHub
parent 134f71c0ee
commit 1c089a4079
109 changed files with 1024 additions and 829 deletions

View File

@@ -28,7 +28,7 @@ namespace Content.Server.Shuttles.EntitySystems
{
[Robust.Shared.IoC.Dependency] private readonly IMapManager _mapManager = default!;
[Robust.Shared.IoC.Dependency] private readonly AmbientSoundSystem _ambient = default!;
[Robust.Shared.IoC.Dependency] private readonly SharedBroadphaseSystem _broadphase = default!;
[Robust.Shared.IoC.Dependency] private readonly FixtureSystem _fixtureSystem = default!;
[Robust.Shared.IoC.Dependency] private readonly DamageableSystem _damageable = default!;
// Essentially whenever thruster enables we update the shuttle's available impulses which are used for movement.
@@ -259,7 +259,7 @@ namespace Content.Server.Shuttles.EntitySystems
CollisionLayer = (int) CollisionGroup.MobImpassable
};
_broadphase.CreateFixture(physicsComponent, fixture);
_fixtureSystem.CreateFixture(physicsComponent, fixture);
}
break;
@@ -323,7 +323,7 @@ namespace Content.Server.Shuttles.EntitySystems
if (EntityManager.TryGetComponent(uid, out PhysicsComponent? physicsComponent))
{
_broadphase.DestroyFixture(physicsComponent, BurnFixture);
_fixtureSystem.DestroyFixture(physicsComponent, BurnFixture);
}
_activeThrusters.Remove(component);