shitcode is real
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@@ -7,6 +7,7 @@ using Content.Shared.Database;
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using Content.Shared.Projectiles;
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using Content.Shared._White;
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using Robust.Shared.Configuration;
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using Robust.Shared.Physics.Dynamics;
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using Robust.Shared.Player;
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using Robust.Shared.Physics.Events;
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@@ -61,7 +62,7 @@ public sealed class ProjectileSystem : SharedProjectileSystem
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return;
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}
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if (TryHandleProjectile(target, (uid, component)))
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if (TryHandleProjectile(target, (uid, component), args.OtherFixture))
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{
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var direction = args.OurBody.LinearVelocity.Normalized();
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_sharedCameraRecoil.KickCamera(target, direction);
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@@ -72,7 +73,7 @@ public sealed class ProjectileSystem : SharedProjectileSystem
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/// Tries to handle a projectile interacting with the target.
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/// </summary>
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/// <returns>True if the target isn't deleted.</returns>
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public bool TryHandleProjectile(EntityUid target, Entity<ProjectileComponent> projectile)
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public bool TryHandleProjectile(EntityUid target, Entity<ProjectileComponent> projectile, Fixture? otherFixture)
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{
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var uid = projectile.Owner;
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var component = projectile.Comp;
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@@ -103,7 +104,7 @@ public sealed class ProjectileSystem : SharedProjectileSystem
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component.DamagedEntity = true;
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var afterProjectileHitEvent = new AfterProjectileHitEvent(component.Damage, target);
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var afterProjectileHitEvent = new AfterProjectileHitEvent(component.Damage, target, otherFixture);
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RaiseLocalEvent(uid, ref afterProjectileHitEvent);
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if (component.DeleteOnCollide)
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