Merge branch 'master' into replace-sounds-with-sound-specifier

# Conflicts:
#	Content.Server/Actions/Actions/DisarmAction.cs
#	Content.Server/Actions/Actions/ScreamAction.cs
#	Content.Server/Arcade/Components/SpaceVillainArcadeComponent.cs
#	Content.Server/Damage/Components/DamageOnHighSpeedImpactComponent.cs
#	Content.Server/Explosion/Components/FlashExplosiveComponent.cs
#	Content.Server/Physics/Controllers/MoverController.cs
#	Content.Server/Portal/Components/PortalComponent.cs
#	Content.Server/Portal/Components/TeleporterComponent.cs
#	Content.Server/Projectiles/Components/ProjectileComponent.cs
#	Content.Server/Singularity/Components/EmitterComponent.cs
#	Content.Server/Sound/EmitSoundSystem.cs
#	Content.Server/Stunnable/Components/StunbatonComponent.cs
#	Content.Server/Tools/Components/MultitoolComponent.cs
#	Content.Server/Weapon/Ranged/Barrels/Components/ServerBatteryBarrelComponent.cs
#	Content.Shared/Gravity/GravityComponent.cs
#	Content.Shared/Light/Component/SharedExpendableLightComponent.cs
#	Content.Shared/Maps/ContentTileDefinition.cs
#	Content.Shared/Slippery/SlipperyComponent.cs
#	Content.Shared/Standing/StandingStateComponent.cs
#	Resources/Prototypes/Entities/Objects/Fun/bike_horn.yml
This commit is contained in:
Galactic Chimp
2021-07-25 14:12:00 +02:00
4171 changed files with 15603 additions and 14404 deletions

View File

@@ -361,7 +361,7 @@ namespace Content.Server.Weapon.Ranged.Barrels.Components
// FIXME: Work around issue where inserting and removing an entity from a container,
// then setting its linear velocity in the same tick resets velocity back to zero.
// See SharedBroadPhaseSystem.HandleContainerInsert()... It sets Awake to false, which causes this.
// See SharedBroadphaseSystem.HandleContainerInsert()... It sets Awake to false, which causes this.
projectile.SpawnTimer(TimeSpan.FromMilliseconds(25), () =>
{
projectile
@@ -397,7 +397,7 @@ namespace Content.Server.Weapon.Ranged.Barrels.Components
private void FireHitscan(IEntity shooter, HitscanComponent hitscan, Angle angle)
{
var ray = new CollisionRay(Owner.Transform.Coordinates.ToMapPos(Owner.EntityManager), angle.ToVec(), (int) hitscan.CollisionMask);
var physicsManager = EntitySystem.Get<SharedBroadPhaseSystem>();
var physicsManager = EntitySystem.Get<SharedBroadphaseSystem>();
var rayCastResults = physicsManager.IntersectRay(Owner.Transform.MapID, ray, hitscan.MaxLength, shooter, false).ToList();
if (rayCastResults.Count >= 1)