Refactor UpdateKinematics() and fix a lot of Content warnings (#1709)
Most warnings were related to EntityQuery and IPhysicsComponent. Partially fixes #1650 and fixes #1682
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@@ -5,7 +5,6 @@ using Content.Server.GameObjects.Components.Damage;
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using Content.Server.GameObjects.Components.Mobs;
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using Content.Server.GameObjects.Components.Projectiles;
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using Content.Server.GameObjects.Components.Weapon.Ranged.Ammunition;
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using Content.Server.Interfaces;
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using Content.Shared.Audio;
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using Content.Shared.GameObjects.Components.Weapons.Ranged;
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using Content.Shared.GameObjects.EntitySystems;
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@@ -43,7 +42,6 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged.Barrels
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#pragma warning disable 649
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[Dependency] private IGameTiming _gameTiming;
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[Dependency] private IRobustRandom _robustRandom;
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[Dependency] private readonly IServerNotifyManager _notifyManager;
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#pragma warning restore 649
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public override FireRateSelector FireRateSelector => _fireRateSelector;
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@@ -385,15 +383,15 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged.Barrels
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projectileAngle = angle;
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}
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var physicsComponent = projectile.GetComponent<IPhysicsComponent>();
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physicsComponent.Status = BodyStatus.InAir;
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var collidableComponent = projectile.GetComponent<ICollidableComponent>();
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collidableComponent.Status = BodyStatus.InAir;
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projectile.Transform.GridPosition = Owner.Transform.GridPosition;
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var projectileComponent = projectile.GetComponent<ProjectileComponent>();
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projectileComponent.IgnoreEntity(shooter);
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projectile
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.GetComponent<IPhysicsComponent>()
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.GetComponent<ICollidableComponent>()
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.EnsureController<BulletController>()
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.LinearVelocity = projectileAngle.ToVec() * velocity;
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