Fix compile.
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@@ -1,16 +1,12 @@
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using System;
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using System.Collections.Generic;
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using Content.Server.GameObjects.Components.Access;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Server.Interfaces.GameObjects.Components.Movement;
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using Content.Server.Utility;
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using Content.Shared.GameObjects.Components.Doors;
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using Content.Shared.GameObjects.Components.Movement;
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using Robust.Server.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.Components;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.GameObjects.Components;
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using Robust.Shared.Interfaces.Network;
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using Robust.Shared.Maths;
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using Robust.Shared.Serialization;
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using Robust.Shared.Timers;
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@@ -102,7 +98,10 @@ namespace Content.Server.GameObjects
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// TODO: temporary hack to fix the physics system raising collision events akwardly.
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// E.g. when moving parallel to a door by going off the side of a wall.
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var dotProduct = Vector2.Dot(mover.VelocityDir.Normalized, (entity.Transform.WorldPosition - Owner.Transform.WorldPosition).Normalized);
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var (walking, sprinting) = mover.VelocityDir;
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// Also TODO: walking and sprint dir are added together here
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// instead of calculating their contribution correctly.
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var dotProduct = Vector2.Dot((sprinting + walking).Normalized, (entity.Transform.WorldPosition - Owner.Transform.WorldPosition).Normalized);
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if (dotProduct <= -0.9f)
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TryOpen(entity);
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}
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@@ -162,7 +161,7 @@ namespace Content.Server.GameObjects
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State = DoorState.Open;
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SetAppearance(DoorVisualState.Open);
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}, _cancellationTokenSource.Token);
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Owner.EntityManager.EventBus.RaiseEvent(EventSource.Local, new AccessReaderChangeMessage(Owner.Uid, false));
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}
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