Makes weapons use GridCoordinates and default to MapCoordinates if grid is invalid

This commit is contained in:
Víctor Aguilera Puerto
2020-07-10 01:53:36 +02:00
parent e54e708cf2
commit 8785371563
7 changed files with 17 additions and 15 deletions

View File

@@ -137,7 +137,7 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged.Barrels
return ammo;
}
public override IEntity TakeProjectile(MapCoordinates spawnAt)
public override IEntity TakeProjectile(GridCoordinates spawnAtGrid, MapCoordinates spawnAtMap)
{
var powerCellEntity = _powerCellContainer.ContainedEntity;
@@ -166,7 +166,9 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged.Barrels
}
else
{
entity = Owner.EntityManager.SpawnEntity(_ammoPrototype, Owner.Transform.GridPosition);
entity = Owner.Transform.GridID != GridId.Invalid ?
Owner.EntityManager.SpawnEntity(_ammoPrototype, Owner.Transform.GridPosition)
: Owner.EntityManager.SpawnEntity(_ammoPrototype, Owner.Transform.MapPosition);
}
if (entity.TryGetComponent(out ProjectileComponent projectileComponent))