Actual lockers (#195)
Adds storing entities into lockers the way we all know and love. Relies on an implementation of ITileDefinition in https://github.com/space-wizards/space-station-14/pull/193 (just like origin/master) #191
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committed by
Pieter-Jan Briers
parent
1fe24eeb12
commit
903961771b
@@ -1,8 +1,8 @@
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using System;
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using System.Collections.Generic;
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using Content.Server.Interfaces.GameObjects.Components.Movement;
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using Content.Shared.Physics;
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using Robust.Server.AI;
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using Robust.Server.GameObjects;
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using Robust.Server.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.GameObjects.Components;
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@@ -119,7 +119,7 @@ namespace Content.Server.AI
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// build the ray
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var dir = entity.GetComponent<ITransformComponent>().WorldPosition - myTransform.WorldPosition;
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var ray = new Ray(myTransform.WorldPosition, dir.Normalized,0); //TODO verify if 0 is the correct Collision Mask
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var ray = new Ray(myTransform.WorldPosition, dir.Normalized, (int)(CollisionGroup.Mob | CollisionGroup.Grid));
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// cast the ray
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var result = _physMan.IntersectRay(ray, maxRayLen);
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