Remove obsolete Fixture.Body references (#16259)
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@@ -23,25 +23,25 @@ public sealed partial class ShuttleSystem
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private void OnShuttleCollide(EntityUid uid, ShuttleComponent component, ref StartCollideEvent args)
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{
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var ourBody = args.OurFixture.Body;
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var otherBody = args.OtherFixture.Body;
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if (!HasComp<ShuttleComponent>(otherBody.Owner))
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if (!HasComp<ShuttleComponent>(args.OtherEntity))
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return;
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var ourBody = args.OurBody;
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var otherBody = args.OtherBody;
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// TODO: Would also be nice to have a continuous sound for scraping.
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var ourXform = Transform(ourBody.Owner);
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var ourXform = Transform(uid);
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if (ourXform.MapUid == null)
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return;
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var otherXform = Transform(otherBody.Owner);
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var otherXform = Transform(args.OtherEntity);
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var ourPoint = ourXform.InvWorldMatrix.Transform(args.WorldPoint);
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var otherPoint = otherXform.InvWorldMatrix.Transform(args.WorldPoint);
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var ourVelocity = _physics.GetLinearVelocity(ourBody.Owner, ourPoint, ourBody, ourXform);
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var otherVelocity = _physics.GetLinearVelocity(otherBody.Owner, otherPoint, otherBody, otherXform);
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var ourVelocity = _physics.GetLinearVelocity(uid, ourPoint, ourBody, ourXform);
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var otherVelocity = _physics.GetLinearVelocity(args.OtherEntity, otherPoint, otherBody, otherXform);
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var jungleDiff = (ourVelocity - otherVelocity).Length;
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if (jungleDiff < MinimumImpactVelocity)
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@@ -58,7 +58,7 @@ public sealed partial class ShuttleSystem : SharedShuttleSystem
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SubscribeLocalEvent<RoundRestartCleanupEvent>(OnRoundRestart);
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SubscribeLocalEvent<GridInitializeEvent>(OnGridInit);
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SubscribeLocalEvent<GridFixtureChangeEvent>(OnGridFixtureChange);
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SubscribeLocalEvent<FixturesComponent, GridFixtureChangeEvent>(OnGridFixtureChange);
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}
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public override void Update(float frameTime)
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@@ -81,22 +81,13 @@ public sealed partial class ShuttleSystem : SharedShuttleSystem
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}
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}
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private void OnGridFixtureChange(GridFixtureChangeEvent args)
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private void OnGridFixtureChange(EntityUid uid, FixturesComponent manager, GridFixtureChangeEvent args)
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{
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// Look this is jank but it's a placeholder until we design it.
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if (args.NewFixtures.Count == 0)
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return;
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var uid = args.NewFixtures[0].Body.Owner;
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var manager = Comp<FixturesComponent>(uid);
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foreach (var fixture in args.NewFixtures)
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{
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_physics.SetDensity(uid, fixture, TileMassMultiplier, false, manager);
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_fixtures.SetRestitution(uid, fixture, 0.1f, false, manager);
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}
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_fixtures.FixtureUpdate(uid, manager: manager);
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}
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private void OnGridInit(GridInitializeEvent ev)
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@@ -18,10 +18,10 @@ public sealed class SpaceGarbageSystem : EntitySystem
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private void OnCollide(EntityUid uid, SpaceGarbageComponent component, ref StartCollideEvent args)
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{
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if (args.OtherFixture.Body.BodyType != BodyType.Static) return;
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if (args.OtherBody.BodyType != BodyType.Static) return;
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var ourXform = Transform(args.OurFixture.Body.Owner);
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var otherXform = Transform(args.OtherFixture.Body.Owner);
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var ourXform = Transform(uid);
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var otherXform = Transform(args.OtherEntity);
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if (ourXform.GridUid == otherXform.GridUid) return;
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