Fix various issues with the emitter (#3329)
Co-authored-by: cyclowns <cyclowns@protonmail.ch>
This commit is contained in:
@@ -2,8 +2,7 @@
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using System;
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using System.Diagnostics.CodeAnalysis;
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using System.Linq;
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using Content.Server.GameObjects.Components.Projectiles;
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using Content.Server.Utility;
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using Content.Shared.GameObjects.Components.Tag;
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using Content.Shared.Physics;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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@@ -85,11 +84,7 @@ namespace Content.Server.GameObjects.Components.Singularity
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private void OnAnchoredChanged()
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{
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if(_collidableComponent?.Anchored == true)
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{
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Owner.SnapToGrid();
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}
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else
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if(_collidableComponent?.Anchored != true)
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{
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_connection1?.Item2.Dispose();
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_connection2?.Item2.Dispose();
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@@ -186,8 +181,7 @@ namespace Content.Server.GameObjects.Components.Singularity
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void IStartCollide.CollideWith(IPhysBody ourBody, IPhysBody otherBody, in Manifold manifold)
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{
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if (otherBody.Entity.HasComponent<EmitterBoltComponent>())
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{
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if(otherBody.Entity.HasTag("EmitterBolt")) {
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ReceivePower(4);
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}
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}
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