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

@@ -38,10 +38,10 @@ public abstract class SharedCorporealSystem : EntitySystem
if (TryComp<FixturesComponent>(uid, out var fixtures) && fixtures.FixtureCount >= 1)
{
var fixture = fixtures.Fixtures.Values.First();
var fixture = fixtures.Fixtures.First();
_physics.SetCollisionMask(uid, fixture, (int) (CollisionGroup.SmallMobMask | CollisionGroup.GhostImpassable), fixtures);
_physics.SetCollisionLayer(uid, fixture, (int) CollisionGroup.SmallMobLayer, fixtures);
_physics.SetCollisionMask(uid, fixture.Key, fixture.Value, (int) (CollisionGroup.SmallMobMask | CollisionGroup.GhostImpassable), fixtures);
_physics.SetCollisionLayer(uid, fixture.Key, fixture.Value, (int) CollisionGroup.SmallMobLayer, fixtures);
}
_movement.RefreshMovementSpeedModifiers(uid);
}
@@ -52,10 +52,10 @@ public abstract class SharedCorporealSystem : EntitySystem
if (TryComp<FixturesComponent>(uid, out var fixtures) && fixtures.FixtureCount >= 1)
{
var fixture = fixtures.Fixtures.Values.First();
var fixture = fixtures.Fixtures.First();
_physics.SetCollisionMask(uid, fixture, (int) CollisionGroup.GhostImpassable, fixtures);
_physics.SetCollisionLayer(uid, fixture, 0, fixtures);
_physics.SetCollisionMask(uid, fixture.Key, fixture.Value, (int) CollisionGroup.GhostImpassable, fixtures);
_physics.SetCollisionLayer(uid, fixture.Key, fixture.Value, 0, fixtures);
}
component.MovementSpeedDebuff = 1; //just so we can avoid annoying code elsewhere
_movement.RefreshMovementSpeedModifiers(uid);