Fix compile.
This commit is contained in:
@@ -1,16 +1,12 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using Content.Server.GameObjects.Components.Access;
|
||||
using Content.Server.GameObjects.EntitySystems;
|
||||
using Content.Server.Interfaces.GameObjects.Components.Movement;
|
||||
using Content.Server.Utility;
|
||||
using Content.Shared.GameObjects.Components.Doors;
|
||||
using Content.Shared.GameObjects.Components.Movement;
|
||||
using Robust.Server.GameObjects;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.GameObjects.Components;
|
||||
using Robust.Shared.Interfaces.GameObjects;
|
||||
using Robust.Shared.Interfaces.GameObjects.Components;
|
||||
using Robust.Shared.Interfaces.Network;
|
||||
using Robust.Shared.Maths;
|
||||
using Robust.Shared.Serialization;
|
||||
using Robust.Shared.Timers;
|
||||
@@ -102,7 +98,10 @@ namespace Content.Server.GameObjects
|
||||
|
||||
// TODO: temporary hack to fix the physics system raising collision events akwardly.
|
||||
// E.g. when moving parallel to a door by going off the side of a wall.
|
||||
var dotProduct = Vector2.Dot(mover.VelocityDir.Normalized, (entity.Transform.WorldPosition - Owner.Transform.WorldPosition).Normalized);
|
||||
var (walking, sprinting) = mover.VelocityDir;
|
||||
// Also TODO: walking and sprint dir are added together here
|
||||
// instead of calculating their contribution correctly.
|
||||
var dotProduct = Vector2.Dot((sprinting + walking).Normalized, (entity.Transform.WorldPosition - Owner.Transform.WorldPosition).Normalized);
|
||||
if (dotProduct <= -0.9f)
|
||||
TryOpen(entity);
|
||||
}
|
||||
@@ -162,7 +161,7 @@ namespace Content.Server.GameObjects
|
||||
State = DoorState.Open;
|
||||
SetAppearance(DoorVisualState.Open);
|
||||
}, _cancellationTokenSource.Token);
|
||||
|
||||
|
||||
Owner.EntityManager.EventBus.RaiseEvent(EventSource.Local, new AccessReaderChangeMessage(Owner.Uid, false));
|
||||
}
|
||||
|
||||
|
||||
@@ -6,6 +6,7 @@ using Robust.Shared.ViewVariables;
|
||||
using System.Collections.Generic;
|
||||
using System.Diagnostics;
|
||||
using System.Linq;
|
||||
using Robust.Shared.GameObjects.Components;
|
||||
|
||||
namespace Content.Server.GameObjects.Components.NodeContainer.Nodes
|
||||
{
|
||||
@@ -37,7 +38,7 @@ namespace Content.Server.GameObjects.Components.NodeContainer.Nodes
|
||||
/// </summary>
|
||||
private bool Connectable => !_deleting && Anchored;
|
||||
|
||||
private bool Anchored => !Owner.TryGetComponent<PhysicsComponent>(out var physics) || physics.Anchored;
|
||||
private bool Anchored => !Owner.TryGetComponent<PhysicsComponent>(out var physics) || physics.Anchored;
|
||||
|
||||
/// <summary>
|
||||
/// Prevents a node from being used by other nodes while midway through removal.
|
||||
@@ -89,7 +90,7 @@ namespace Content.Server.GameObjects.Components.NodeContainer.Nodes
|
||||
|
||||
public void StartSpreadingGroup()
|
||||
{
|
||||
NodeGroup.BeforeRemakeSpread();
|
||||
NodeGroup.BeforeRemakeSpread();
|
||||
SpreadGroup();
|
||||
NodeGroup.AfterRemakeSpread();
|
||||
}
|
||||
@@ -112,7 +113,7 @@ namespace Content.Server.GameObjects.Components.NodeContainer.Nodes
|
||||
|
||||
/// <summary>
|
||||
/// How this node will attempt to find other reachable <see cref="Node"/>s to group with.
|
||||
/// Returns a set of <see cref="Node"/>s to consider grouping with. Should not return this current <see cref="Node"/>.
|
||||
/// Returns a set of <see cref="Node"/>s to consider grouping with. Should not return this current <see cref="Node"/>.
|
||||
/// </summary>
|
||||
protected abstract IEnumerable<Node> GetReachableNodes();
|
||||
|
||||
|
||||
@@ -8,6 +8,7 @@ using Robust.Shared.IoC;
|
||||
using Robust.Shared.Serialization;
|
||||
using Robust.Shared.ViewVariables;
|
||||
using System;
|
||||
using Robust.Shared.GameObjects.Components;
|
||||
|
||||
namespace Content.Server.GameObjects.Components.Power.ApcNetComponents
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user