Revert "Fix chat bubbles (#25643)" (#25645)

* Revert "Fix chat bubbles (#25643)"

This reverts commit 23d2c4d924.

* Revert "Fixes obsolete Transform warnings in Content. (#25256)"

This reverts commit f284b43ff6.
This commit is contained in:
metalgearsloth
2024-02-28 00:51:20 +11:00
committed by GitHub
parent d204896bf5
commit a9502be29e
154 changed files with 435 additions and 611 deletions

View File

@@ -66,7 +66,7 @@ public sealed class AirFilterSystem : EntitySystem
var oxygen = air.GetMoles(filter.Oxygen) / air.TotalMoles;
var gases = oxygen >= filter.TargetOxygen ? filter.Gases : filter.OverflowGases;
var coordinates = _transform.GetMapCoordinates(uid);
var coordinates = Transform(uid).MapPosition;
GasMixture? destination = null;
if (_map.TryFindGridAt(coordinates, out _, out var grid))
{

View File

@@ -29,7 +29,7 @@ namespace Content.Server.Atmos.EntitySystems
if (airtight.Comp.FixAirBlockedDirectionInitialize)
{
var moveEvent = new MoveEvent((airtight, xform, MetaData(airtight)), default, default, Angle.Zero, xform.LocalRotation);
var moveEvent = new MoveEvent(airtight, default, default, Angle.Zero, xform.LocalRotation, xform, false);
if (AirtightMove(airtight, ref moveEvent))
return;
}

View File

@@ -119,7 +119,7 @@ namespace Content.Server.Atmos.EntitySystems
return;
// Used by ExperiencePressureDifference to correct push/throw directions from tile-relative to physics world.
var gridWorldRotation = _transformSystem.GetWorldRotation(gridAtmosphere);
var gridWorldRotation = xforms.GetComponent(gridAtmosphere).WorldRotation;
// If we're using monstermos, smooth out the yeet direction to follow the flow
if (MonstermosEqualization)
@@ -238,7 +238,7 @@ namespace Content.Server.Atmos.EntitySystems
// TODO: Technically these directions won't be correct but uhh I'm just here for optimisations buddy not to fix my old bugs.
if (throwTarget != EntityCoordinates.Invalid)
{
var pos = ((throwTarget.ToMap(EntityManager).Position - _transformSystem.GetWorldPosition(xform)).Normalized() + dirVec).Normalized();
var pos = ((throwTarget.ToMap(EntityManager).Position - xform.WorldPosition).Normalized() + dirVec).Normalized();
_physics.ApplyLinearImpulse(uid, pos * moveForce, body: physics);
}
else