Remove FixtureId (#19280)

This commit is contained in:
metalgearsloth
2023-08-23 18:55:58 +10:00
committed by GitHub
parent 2cc1f8f0fe
commit 735626654a
23 changed files with 66 additions and 69 deletions

View File

@@ -57,9 +57,9 @@ namespace Content.Server.Atmos.EntitySystems
if (TryComp<FixturesComponent>(uid, out var fixtures))
{
foreach (var fixture in fixtures.Fixtures.Values)
foreach (var (id, fixture) in fixtures.Fixtures)
{
_physics.AddCollisionMask(uid, fixture, (int) CollisionGroup.TableLayer, manager: fixtures);
_physics.AddCollisionMask(uid, id, fixture, (int) CollisionGroup.TableLayer, manager: fixtures);
}
}
}
@@ -70,15 +70,16 @@ namespace Content.Server.Atmos.EntitySystems
}
}
private void AddMobMovedByPressure(MovedByPressureComponent component, PhysicsComponent body)
private void AddMobMovedByPressure(EntityUid uid, MovedByPressureComponent component, PhysicsComponent body)
{
if (!TryComp<FixturesComponent>(component.Owner, out var fixtures)) return;
if (!TryComp<FixturesComponent>(uid, out var fixtures))
return;
_physics.SetBodyStatus(body, BodyStatus.InAir);
foreach (var fixture in fixtures.Fixtures.Values)
foreach (var (id, fixture) in fixtures.Fixtures)
{
_physics.RemoveCollisionMask(body.Owner, fixture, (int) CollisionGroup.TableLayer, manager: fixtures);
_physics.RemoveCollisionMask(uid, id, fixture, (int) CollisionGroup.TableLayer, manager: fixtures);
}
// TODO: Make them dynamic type? Ehh but they still want movement so uhh make it non-predicted like weightless?
@@ -214,7 +215,7 @@ namespace Content.Server.Atmos.EntitySystems
{
if (HasComp<MobStateComponent>(uid))
{
AddMobMovedByPressure(component, physics);
AddMobMovedByPressure(uid, component, physics);
}
if (maxForce > MovedByPressureComponent.ThrowForce)