Make Saltern driveable (#4257)
* Broadphase refactor (content) * Shuttle jank * Fixes * Testing jank * Features and things * Balance stuffsies * AHHHHHHHHHHHHHHHH * Mass and stuff working * Fix drops * Another balance pass * Balance AGEN * Add in stuff for rotating shuttles for debugging * Nothing to see here * Testbed stuffsies * Fix some tests * Fixen test * Try fixing map * Shuttle movement balance pass * lasaggne * Basic Helmsman console working * Slight docking cleanup * Helmsman requires power * Basic shuttle test * Stuff * Fix computations * Add shuttle console to saltern * Rename helmsman to shuttleconsole * Final stretch * More tweaks * Fix piloting prediction for now.
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@@ -39,7 +39,8 @@ namespace Content.Shared.Throwing
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Logger.Error($"Tried to remove throwing fixture for {component.Owner} but none found?");
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return;
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}
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physicsComponent.RemoveFixture(fixture);
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Get<SharedBroadphaseSystem>().DestroyFixture(physicsComponent, fixture);
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}
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private void ThrowItem(EntityUid uid, ThrownItemComponent component, ThrownEvent args)
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@@ -54,8 +55,7 @@ namespace Content.Shared.Throwing
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}
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var shape = physicsComponent.Fixtures[0].Shape;
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var fixture = new Fixture(physicsComponent, shape) {CollisionLayer = (int) CollisionGroup.ThrownItem, Hard = false, ID = ThrowingFixture};
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physicsComponent.AddFixture(fixture);
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Get<SharedBroadphaseSystem>().CreateFixture(physicsComponent, new Fixture(physicsComponent, shape) {CollisionLayer = (int) CollisionGroup.ThrownItem, Hard = false, ID = ThrowingFixture});
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}
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private void HandleCollision(EntityUid uid, ThrownItemComponent component, StartCollideEvent args)
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