Named fixtures for banana peels (#3822)
* Named fixtures for banana peels * Soaps and PDAs * Update submodule
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@@ -5,6 +5,7 @@ using Content.Shared.Chemistry;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Collision;
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using Robust.Shared.Physics.Dynamics;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.ViewVariables;
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@@ -33,9 +34,9 @@ namespace Content.Server.GameObjects.Components.Projectiles
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_solutionContainer = Owner.EnsureComponent<SolutionContainerComponent>();
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}
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void IStartCollide.CollideWith(IPhysBody ourBody, IPhysBody otherBody, in Manifold manifold)
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void IStartCollide.CollideWith(Fixture ourFixture, Fixture otherFixture, in Manifold manifold)
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{
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if (!otherBody.Entity.TryGetComponent<BloodstreamComponent>(out var bloodstream))
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if (!otherFixture.Body.Owner.TryGetComponent<BloodstreamComponent>(out var bloodstream))
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return;
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var solution = _solutionContainer.Solution;
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@@ -2,6 +2,7 @@ using Content.Server.GameObjects.Components.Explosion;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Collision;
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using Robust.Shared.Physics.Dynamics;
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namespace Content.Server.GameObjects.Components.Projectiles
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{
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@@ -17,7 +18,7 @@ namespace Content.Server.GameObjects.Components.Projectiles
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Owner.EnsureComponent<ExplosiveComponent>();
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}
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void IStartCollide.CollideWith(IPhysBody ourBody, IPhysBody otherBody, in Manifold manifold)
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void IStartCollide.CollideWith(Fixture ourFixture, Fixture otherFixture, in Manifold manifold)
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{
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if (Owner.TryGetComponent(out ExplosiveComponent? explosive))
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{
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@@ -3,6 +3,7 @@ using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Collision;
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using Robust.Shared.Physics.Dynamics;
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using Robust.Shared.Serialization;
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namespace Content.Server.GameObjects.Components.Projectiles
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@@ -29,12 +30,9 @@ namespace Content.Server.GameObjects.Components.Projectiles
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Owner.EnsureComponent<ProjectileComponent>();
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}
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void IStartCollide.CollideWith(IPhysBody ourBody, IPhysBody otherBody, in Manifold manifold)
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void IStartCollide.CollideWith(Fixture ourFixture, Fixture otherFixture, in Manifold manifold)
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{
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if (_flashed)
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{
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return;
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}
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if (_flashed) return;
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FlashableComponent.FlashAreaHelper(Owner, _range, _duration);
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_flashed = true;
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@@ -8,6 +8,7 @@ using Robust.Shared.Audio;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Collision;
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using Robust.Shared.Physics.Dynamics;
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using Robust.Shared.Player;
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using Robust.Shared.Players;
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using Robust.Shared.Serialization.Manager.Attributes;
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@@ -57,17 +58,17 @@ namespace Content.Server.GameObjects.Components.Projectiles
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/// <summary>
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/// Applies the damage when our projectile collides with its victim
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/// </summary>
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void IStartCollide.CollideWith(IPhysBody ourBody, IPhysBody otherBody, in Manifold manifold)
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void IStartCollide.CollideWith(Fixture ourFixture, Fixture otherFixture, in Manifold manifold)
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{
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// This is so entities that shouldn't get a collision are ignored.
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if (!otherBody.Hard || _damagedEntity)
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if (!otherFixture.Hard || _damagedEntity)
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{
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return;
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}
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var coordinates = otherBody.Entity.Transform.Coordinates;
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var coordinates = otherFixture.Body.Owner.Transform.Coordinates;
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var playerFilter = Filter.Pvs(coordinates);
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if (otherBody.Entity.TryGetComponent(out IDamageableComponent? damage) && _soundHitSpecies != null)
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if (otherFixture.Body.Owner.TryGetComponent(out IDamageableComponent? damage) && _soundHitSpecies != null)
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{
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SoundSystem.Play(playerFilter, _soundHitSpecies, coordinates);
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}
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@@ -89,9 +90,9 @@ namespace Content.Server.GameObjects.Components.Projectiles
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}
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// Damaging it can delete it
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if (!otherBody.Entity.Deleted && otherBody.Entity.TryGetComponent(out CameraRecoilComponent? recoilComponent))
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if (!otherFixture.Body.Deleted && otherFixture.Body.Owner.TryGetComponent(out CameraRecoilComponent? recoilComponent))
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{
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var direction = ourBody.LinearVelocity.Normalized;
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var direction = ourFixture.Body.LinearVelocity.Normalized;
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recoilComponent.Kick(direction);
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}
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@@ -2,6 +2,7 @@ using Content.Server.GameObjects.Components.Mobs;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Collision;
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using Robust.Shared.Physics.Dynamics;
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using Robust.Shared.Serialization.Manager.Attributes;
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namespace Content.Server.GameObjects.Components.Projectiles
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@@ -29,9 +30,9 @@ namespace Content.Server.GameObjects.Components.Projectiles
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Owner.EnsureComponentWarn(out ProjectileComponent _);
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}
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void IStartCollide.CollideWith(IPhysBody ourBody, IPhysBody otherBody, in Manifold manifold)
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void IStartCollide.CollideWith(Fixture ourFixture, Fixture otherFixture, in Manifold manifold)
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{
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if (otherBody.Entity.TryGetComponent(out StunnableComponent? stunnableComponent))
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if (otherFixture.Body.Owner.TryGetComponent(out StunnableComponent? stunnableComponent))
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{
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stunnableComponent.Stun(_stunAmount);
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stunnableComponent.Knockdown(_knockdownAmount);
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