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
This commit is contained in:
ShadowCommander
2020-10-29 17:06:51 -07:00
committed by GitHub
parent e4261f4e57
commit 23ae73d429
4 changed files with 63 additions and 12 deletions

View File

@@ -120,12 +120,5 @@ namespace Content.Server.GameObjects.Components.Projectiles
StopThrow();
}
public override void Initialize()
{
base.Initialize();
Owner.EnsureComponent<PhysicsComponent>().EnsureController<ThrownController>();
}
}
}

View File

@@ -85,8 +85,7 @@ namespace Content.Server.Throw
projComp.StartThrow(angle.ToVec(), spd);
if (throwSourceEnt != null &&
throwSourceEnt.TryGetComponent<IPhysicsComponent>(out var physics) &&
physics.TryGetController(out ThrownController mover))
throwSourceEnt.TryGetComponent<IPhysicsComponent>(out var physics))
{
if (throwSourceEnt.IsWeightless())
{
@@ -95,8 +94,9 @@ namespace Content.Server.Throw
// I got kinda lazy is the reason why. Also it makes a bit of sense.
// If somebody wants they can come along and make it so magboots completely hold you still.
// Would be a cool incentive to use them.
const float ThrowFactor = 5.0f; // Break Newton's Third Law for better gameplay
mover.Push(-angle.ToVec(), spd * ThrowFactor * physics.InvMass);
const float throwFactor = 0.2f; // Break Newton's Third Law for better gameplay
var mover = physics.EnsureController<ThrowKnockbackController>();
mover.Push(-angle.ToVec(), spd * throwFactor);
}
}
}