Fix throwing knockback when weightless (#2369)
* Fix throwing an item not moving the player when weightless * Remove unnecessary code from ThrownItemComponent * Fix velocity not stopping when hitting a wall after slipping when weightless * Fix CanMove check being reversed
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@@ -120,12 +120,5 @@ namespace Content.Server.GameObjects.Components.Projectiles
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StopThrow();
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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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Owner.EnsureComponent<PhysicsComponent>().EnsureController<ThrownController>();
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}
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}
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}
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@@ -85,8 +85,7 @@ namespace Content.Server.Throw
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projComp.StartThrow(angle.ToVec(), spd);
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if (throwSourceEnt != null &&
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throwSourceEnt.TryGetComponent<IPhysicsComponent>(out var physics) &&
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physics.TryGetController(out ThrownController mover))
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throwSourceEnt.TryGetComponent<IPhysicsComponent>(out var physics))
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{
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if (throwSourceEnt.IsWeightless())
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{
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@@ -95,8 +94,9 @@ namespace Content.Server.Throw
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// I got kinda lazy is the reason why. Also it makes a bit of sense.
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// If somebody wants they can come along and make it so magboots completely hold you still.
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// Would be a cool incentive to use them.
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const float ThrowFactor = 5.0f; // Break Newton's Third Law for better gameplay
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mover.Push(-angle.ToVec(), spd * ThrowFactor * physics.InvMass);
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const float throwFactor = 0.2f; // Break Newton's Third Law for better gameplay
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var mover = physics.EnsureController<ThrowKnockbackController>();
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mover.Push(-angle.ToVec(), spd * throwFactor);
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}
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}
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}
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