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
@@ -16,6 +16,7 @@ using Robust.Shared.GameObjects;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Server.GameObjects.Components.Power;
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using Content.Shared.Interfaces;
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using Content.Shared.Physics;
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namespace Content.Server.GameObjects.Components.Weapon.Ranged.Hitscan
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{
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@@ -84,7 +85,7 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged.Hitscan
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var userPosition = user.Transform.WorldPosition; //Remember world positions are ephemeral and can only be used instantaneously
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var angle = new Angle(clickLocation.Position - userPosition);
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var ray = new Ray(userPosition, angle.ToVec(), 0); //TODO set the CollsionMask for this ray.
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var ray = new Ray(userPosition, angle.ToVec(), (int)(CollisionGroup.Grid | CollisionGroup.Mob));
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var rayCastResults = IoCManager.Resolve<IPhysicsManager>().IntersectRay(ray, MaxLength,
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Owner.Transform.GetMapTransform().Owner);
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