@@ -5,7 +5,6 @@ using Content.Shared.GameObjects.Components.Portal;
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using Content.Shared.GameObjects.Components.Tag;
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using Robust.Server.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Physics;
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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@@ -169,11 +168,11 @@ namespace Content.Server.GameObjects.Components.Portal
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StartCooldown();
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}
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public void CollideWith(IPhysBody ourBody, IPhysBody otherBody)
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public void CollideWith(IEntity collidedWith)
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{
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if (_onCooldown == false)
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{
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TryPortalEntity(otherBody.Entity);
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TryPortalEntity(collidedWith);
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}
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}
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}
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@@ -9,7 +9,6 @@ using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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using Robust.Shared.Physics;
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using Robust.Shared.Random;
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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@@ -105,7 +104,7 @@ namespace Content.Server.GameObjects.Components.Portal
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{
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// Added this component to avoid stacking portals and causing shenanigans
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// TODO: Doesn't do a great job of stopping stacking portals for directed
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if (entity.HasComponent<IPhysBody>() || entity.HasComponent<TeleporterComponent>())
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if (entity.HasComponent<IPhysicsComponent>() || entity.HasComponent<TeleporterComponent>())
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{
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return;
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}
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@@ -149,7 +148,7 @@ namespace Content.Server.GameObjects.Components.Portal
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// TODO: Check the user's spot? Upside is no stacking TPs but downside is they can't unstuck themselves from walls.
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foreach (var entity in _serverEntityManager.GetEntitiesIntersecting(user.Transform.MapID, target))
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{
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if (entity.HasComponent<IPhysBody>() || entity.HasComponent<PortalComponent>())
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if (entity.HasComponent<IPhysicsComponent>() || entity.HasComponent<PortalComponent>())
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{
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return false;
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}
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Reference in New Issue
Block a user