new layers (#483)

This commit is contained in:
L.E.D
2019-12-01 09:20:50 -05:00
committed by Pieter-Jan Briers
parent 7c54a3c923
commit fac91af34d
31 changed files with 56 additions and 3915 deletions

View File

@@ -41,7 +41,7 @@ namespace Content.Server.GameObjects.Components
// This would allow ricochets off walls, and weird gravity effects from slowing the object.
if (collidedwith.Count > 0 && Owner.TryGetComponent(out CollidableComponent body) && body.PhysicsShapes.Count >= 1)
{
body.PhysicsShapes[0].CollisionMask &= (int)~CollisionGroup.Mob;
body.PhysicsShapes[0].CollisionMask &= (int)~CollisionGroup.MobImpassable;
body.IsScrapingFloor = true;
// KYS, your job is finished. Trigger ILand as well.

View File

@@ -89,7 +89,7 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged.Hitscan
var userPosition = user.Transform.WorldPosition; //Remember world positions are ephemeral and can only be used instantaneously
var angle = new Angle(clickLocation.Position - userPosition);
var ray = new Ray(userPosition, angle.ToVec(), (int)(CollisionGroup.Grid | CollisionGroup.Mob));
var ray = new Ray(userPosition, angle.ToVec(), (int)(CollisionGroup.Impassable | CollisionGroup.MobImpassable));
var rayCastResults = IoCManager.Resolve<IPhysicsManager>().IntersectRay(ray, MaxLength,
Owner.Transform.GetMapTransform().Owner);

View File

@@ -196,7 +196,7 @@ namespace Content.Server.GameObjects.EntitySystems
if(colComp.PhysicsShapes.Count == 0)
colComp.PhysicsShapes.Add(new PhysShapeAabb());
colComp.PhysicsShapes[0].CollisionMask |= (int)CollisionGroup.Mob;
colComp.PhysicsShapes[0].CollisionMask |= (int)CollisionGroup.MobImpassable;
colComp.IsScrapingFloor = false;
}