Converted everything to use collision and physics component interfaces.
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@@ -347,13 +347,13 @@ 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<PhysicsComponent>();
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var physicsComponent = projectile.GetComponent<IPhysicsComponent>();
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physicsComponent.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.GetComponent<PhysicsComponent>().LinearVelocity = projectileAngle.ToVec() * velocity;
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projectile.GetComponent<IPhysicsComponent>().LinearVelocity = projectileAngle.ToVec() * velocity;
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projectile.Transform.LocalRotation = projectileAngle.Theta;
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}
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}
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