new layers (#483)
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@@ -41,7 +41,7 @@ namespace Content.Server.GameObjects.Components
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// This would allow ricochets off walls, and weird gravity effects from slowing the object.
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if (collidedwith.Count > 0 && Owner.TryGetComponent(out CollidableComponent body) && body.PhysicsShapes.Count >= 1)
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{
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body.PhysicsShapes[0].CollisionMask &= (int)~CollisionGroup.Mob;
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body.PhysicsShapes[0].CollisionMask &= (int)~CollisionGroup.MobImpassable;
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body.IsScrapingFloor = true;
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// KYS, your job is finished. Trigger ILand as well.
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@@ -89,7 +89,7 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged.Hitscan
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var userPosition = user.Transform.WorldPosition; //Remember world positions are ephemeral and can only be used instantaneously
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var angle = new Angle(clickLocation.Position - userPosition);
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var ray = new Ray(userPosition, angle.ToVec(), (int)(CollisionGroup.Grid | CollisionGroup.Mob));
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var ray = new Ray(userPosition, angle.ToVec(), (int)(CollisionGroup.Impassable | CollisionGroup.MobImpassable));
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var rayCastResults = IoCManager.Resolve<IPhysicsManager>().IntersectRay(ray, MaxLength,
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Owner.Transform.GetMapTransform().Owner);
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@@ -196,7 +196,7 @@ namespace Content.Server.GameObjects.EntitySystems
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if(colComp.PhysicsShapes.Count == 0)
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colComp.PhysicsShapes.Add(new PhysShapeAabb());
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colComp.PhysicsShapes[0].CollisionMask |= (int)CollisionGroup.Mob;
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colComp.PhysicsShapes[0].CollisionMask |= (int)CollisionGroup.MobImpassable;
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colComp.IsScrapingFloor = false;
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}
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