Rename usages of collidable to physics (#2230)

* Rename usages of collidable to physics

* high tier PANIQUE

* aaaaaaaaAAAAAa

* cursed commit dont research

* Fix urist and items being anchored

* Fix the rest
This commit is contained in:
DrSmugleaf
2020-10-11 16:36:58 +02:00
committed by GitHub
parent 413ca9812d
commit b64cb24059
79 changed files with 292 additions and 268 deletions

View File

@@ -58,13 +58,13 @@ namespace Content.Server.GameObjects.EntitySystems
public override void Update(float frameTime)
{
foreach (var (moverComponent, collidableComponent) in EntityManager.ComponentManager.EntityQuery<IMoverComponent, ICollidableComponent>())
foreach (var (moverComponent, physics) in EntityManager.ComponentManager.EntityQuery<IMoverComponent, IPhysicsComponent>())
{
var entity = moverComponent.Owner;
if (_pauseManager.IsEntityPaused(entity))
continue;
UpdateKinematics(entity.Transform, moverComponent, collidableComponent);
UpdateKinematics(entity.Transform, moverComponent, physics);
}
}
@@ -83,7 +83,7 @@ namespace Content.Server.GameObjects.EntitySystems
ev.Entity.RemoveComponent<PlayerInputMoverComponent>();
}
if (ev.Entity.TryGetComponent(out ICollidableComponent? physics) &&
if (ev.Entity.TryGetComponent(out IPhysicsComponent? physics) &&
physics.TryGetController(out MoverController controller))
{
controller.StopMoving();