Refactor stations to properly use entity prototypes. (stationsv3) (#16570)
* Update StationSpawningSystem.cs Web-edit to allow feeding in an existing entity. * Update StationSpawningSystem.cs value type moment * Update StationSpawningSystem.cs * Oh goddamnit this is a refactor now. * awawawa * aaaaaaaaaaa * ee * forgot records. * no records? no records. * What's in a name? * Sloth forcing me to do the refactor properly smh. * e * optional evac in test. * tests pls work * awa --------- Co-authored-by: moonheart08 <moonheart08@users.noreply.github.com>
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@@ -470,7 +470,7 @@ public sealed partial class NPCSteeringSystem
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(mask & otherBody.CollisionLayer) == 0x0 &&
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(layer & otherBody.CollisionMask) == 0x0 ||
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!factionQuery.TryGetComponent(ent, out var otherFaction) ||
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!_faction.IsFriendly(uid, ent, ourFaction, otherFaction) ||
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!_faction.IsEntityFriendly(uid, ent, ourFaction, otherFaction) ||
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// Use <= 0 so we ignore stationary friends in case.
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Vector2.Dot(otherBody.LinearVelocity, ourVelocity) <= 0f)
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{
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