Refactor collision to use hard instead of a workaround (#1677)
This commit is contained in:
@@ -10,7 +10,6 @@ using Content.Shared.GameObjects.EntitySystems;
|
||||
using Content.Shared.GameObjects.Verbs;
|
||||
using Content.Shared.Interfaces;
|
||||
using Content.Shared.Interfaces.GameObjects.Components;
|
||||
using Content.Shared.Physics;
|
||||
using Robust.Server.GameObjects;
|
||||
using Robust.Server.GameObjects.Components.Container;
|
||||
using Robust.Server.GameObjects.EntitySystems;
|
||||
@@ -50,8 +49,6 @@ namespace Content.Server.GameObjects.Components.Items.Storage
|
||||
private bool _occludesLight;
|
||||
private bool _open;
|
||||
private bool _isWeldedShut;
|
||||
private int _collisionMaskStorage;
|
||||
private int _collisionLayerStorage;
|
||||
|
||||
[ViewVariables]
|
||||
protected Container Contents;
|
||||
@@ -202,18 +199,13 @@ namespace Content.Server.GameObjects.Components.Items.Storage
|
||||
{
|
||||
if (!_isCollidableWhenOpen && Owner.TryGetComponent<ICollidableComponent>(out var collidableComponent))
|
||||
{
|
||||
var physShape = collidableComponent.PhysicsShapes[0];
|
||||
if (Open)
|
||||
{
|
||||
_collisionMaskStorage = physShape.CollisionMask;
|
||||
physShape.CollisionMask = (int)CollisionGroup.Impassable;
|
||||
_collisionLayerStorage = physShape.CollisionLayer;
|
||||
physShape.CollisionLayer = (int)CollisionGroup.None;
|
||||
collidableComponent.Hard = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
physShape.CollisionMask = _collisionMaskStorage;
|
||||
physShape.CollisionLayer = _collisionLayerStorage;
|
||||
collidableComponent.Hard = true;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user