From dc6fb649eadae360be1b49a298c4f79a5d41ed10 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?V=C3=ADctor=20Aguilera=20Puerto?= Date: Sat, 17 Oct 2020 01:02:43 +0200 Subject: [PATCH] No, taser shots shouldn't be anchored by default. --- .../Weapon/Ranged/Barrels/ServerRangedBarrelComponent.cs | 3 +-- .../Entities/Objects/Weapons/Guns/Projectiles/projectiles.yml | 1 + 2 files changed, 2 insertions(+), 2 deletions(-) diff --git a/Content.Server/GameObjects/Components/Weapon/Ranged/Barrels/ServerRangedBarrelComponent.cs b/Content.Server/GameObjects/Components/Weapon/Ranged/Barrels/ServerRangedBarrelComponent.cs index c1bc18e064..e858cd9f82 100644 --- a/Content.Server/GameObjects/Components/Weapon/Ranged/Barrels/ServerRangedBarrelComponent.cs +++ b/Content.Server/GameObjects/Components/Weapon/Ranged/Barrels/ServerRangedBarrelComponent.cs @@ -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(); physics.Status = BodyStatus.InAir; - projectile.Transform.WorldPosition = Owner.Transform.MapPosition.Position; var projectileComponent = projectile.GetComponent(); projectileComponent.IgnoreEntity(shooter); diff --git a/Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/projectiles.yml b/Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/projectiles.yml index 1b8d1b6810..c8d7a6e339 100644 --- a/Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/projectiles.yml +++ b/Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/projectiles.yml @@ -97,6 +97,7 @@ - state: spark shader: unshaded - type: Physics + anchored: false edgeslide: false hard: false shapes: