Physics Shapes (#306)
* Removed BoundingBoxComponent. * Updated prototypes to use refactored CollidableComponent. * Renamed ICollidable to IPhysBody. Moved ICollidable to the Shared/Physics namespace. * Migrated more yaml files to use PhysShapes. * Updated YAML to use the new list-of-bodies system. * Updated the new prototypes. * Update submodule * Update submodule again, whoops
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committed by
Pieter-Jan Briers
parent
5aafe89d95
commit
9353a060f2
@@ -5,8 +5,8 @@ using Robust.Server.GameObjects;
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using Robust.Shared.GameObjects;
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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.Physics;
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using Robust.Shared.Serialization;
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using Robust.Shared.Interfaces.Physics;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.GameObjects.Components.Projectiles
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@@ -54,7 +54,7 @@ namespace Content.Server.GameObjects.Components.Projectiles
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/// </summary>
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/// <param name="collidedwith"></param>
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/// <returns></returns>
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bool ICollideSpecial.PreventCollide(ICollidable collidedwith)
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bool ICollideSpecial.PreventCollide(IPhysBody collidedwith)
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{
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if (IgnoreShooter && collidedwith.Owner.Uid == Shooter)
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return true;
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@@ -39,9 +39,9 @@ namespace Content.Server.GameObjects.Components
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// after impacting the first object.
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// For realism this should actually be changed when the velocity of the object is less than a threshold.
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// This would allow ricochets off walls, and weird gravity effects from slowing the object.
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if (collidedwith.Count > 0 && Owner.TryGetComponent(out CollidableComponent body))
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if (collidedwith.Count > 0 && Owner.TryGetComponent(out CollidableComponent body) && body.PhysicsShapes.Count >= 1)
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{
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body.CollisionMask &= (int)~CollisionGroup.Mob;
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body.PhysicsShapes[0].CollisionMask &= (int)~CollisionGroup.Mob;
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body.IsScrapingFloor = true;
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// KYS, your job is finished. Trigger ILand as well.
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