- fix: engine update fix
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@@ -1,3 +1,4 @@
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using System.Numerics;
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using Content.Server._White.Other;
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using Content.Server.Atmos.Components;
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using Content.Server.Singularity.Components;
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@@ -228,7 +229,7 @@ public sealed class GravityWellSystem : SharedGravityWellSystem
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continue;
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var scaling = (1f / distance2) * physics.Mass; // TODO: Variable falloff gradiants.
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_physics.ApplyLinearImpulse(entity, (displacement * baseMatrixDeltaV) * scaling, body: physics);
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_physics.ApplyLinearImpulse(entity, (Vector2.Transform(displacement, baseMatrixDeltaV)) * scaling, body: physics);
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if (stunTime > 0f)
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_stun.TryParalyze(entity, TimeSpan.FromSeconds(stunTime), true);
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@@ -244,11 +245,7 @@ public sealed class GravityWellSystem : SharedGravityWellSystem
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/// <param name="baseRadialDeltaV">The base amount of velocity that will be added to entities in range towards the epicenter of the pulse.</param>
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/// <param name="baseTangentialDeltaV">The base amount of velocity that will be added to entities in range counterclockwise relative to the epicenter of the pulse.</param>
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public void GravPulse(MapCoordinates mapPos, float maxRange, float minRange = 0.0f, float baseRadialDeltaV = 0.0f, float baseTangentialDeltaV = 0.0f, float stunTime = 0f, List<EntityUid>? ignore = null)
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=> GravPulse(mapPos, maxRange, minRange, new Matrix3(
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baseRadialDeltaV, +baseTangentialDeltaV, 0.0f,
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-baseTangentialDeltaV, baseRadialDeltaV, 0.0f,
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0.0f, 0.0f, 1.0f
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), stunTime, ignore);
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=> GravPulse(mapPos, maxRange, minRange, new Matrix3x2(baseRadialDeltaV, -baseTangentialDeltaV, baseTangentialDeltaV, baseRadialDeltaV, 0.0f, 0.0f), stunTime, ignore);
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#endregion GravPulse
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