No, taser shots shouldn't be anchored by default.

This commit is contained in:
Víctor Aguilera Puerto
2020-10-17 01:02:43 +02:00
parent 524229d4b4
commit dc6fb649ea
2 changed files with 2 additions and 2 deletions

View File

@@ -375,7 +375,7 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged.Barrels
else
{
projectile =
Owner.EntityManager.SpawnEntity(baseProjectile.Prototype.ID, Owner.Transform.MapPosition);
Owner.EntityManager.SpawnEntity(baseProjectile.Prototype.ID, baseProjectile.Transform.Coordinates);
}
Angle projectileAngle;
@@ -391,7 +391,6 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged.Barrels
var physics = projectile.GetComponent<IPhysicsComponent>();
physics.Status = BodyStatus.InAir;
projectile.Transform.WorldPosition = Owner.Transform.MapPosition.Position;
var projectileComponent = projectile.GetComponent<ProjectileComponent>();
projectileComponent.IgnoreEntity(shooter);

View File

@@ -97,6 +97,7 @@
- state: spark
shader: unshaded
- type: Physics
anchored: false
edgeslide: false
hard: false
shapes: