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crystall-punk-14/Content.Server/GameObjects/Components/Items/ThrownItemComponent.cs

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Physics (#3452) * Content side new physics structure * BroadPhase outline done * But we need to fix WorldAABB * Fix static pvs AABB * Fix import * Rando fixes * B is for balloon * Change human mob hitbox to circle * Decent movement * Start adding friction to player controller I think it's the best way to go about it to keep other objects somewhat consistent for physics. * This baby can fit so many physics bugs in it. * Slight mob mover optimisations. * Player mover kinda works okay. * Beginnings of testbed * More testbed * Circlestack bed * Namespaces * BB fixes * Pull WorldAABB * Joint pulling * Semi-decent movement I guess. * Pulling better * Bullet controller + old movement * im too dumb for this shit * Use kinematic mob controller again It's probably for the best TBH * Stashed shitcode * Remove SlipController * In which movement code is entirely refactored * Singularity fix * Fix ApplyLinearImpulse * MoveRelay fix * Fix door collisions * Disable subfloor collisions Saves on broadphase a fair bit * Re-implement ClimbController * Zumzum's pressure * Laggy item throwing * Minor atmos change * Some caching * Optimise controllers * Optimise CollideWith to hell and back * Re-do throwing and tile friction * Landing too * Optimise controllers * Move CCVars and other stuff swept is beautiful * Cleanup a bunch of controllers * Fix shooting and high pressure movement controller * Flashing improvements * Stuff and things * Combat collisions * Combat mode collisions * Pulling distance joint again * Cleanup physics interfaces * More like scuffedularity * Shit's fucked * Haha tests go green * Bigmoneycrab Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2021-03-01 03:11:29 +11:00
#nullable enable
using Content.Server.GameObjects.EntitySystems.Click;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Physics;
namespace Content.Server.GameObjects.Components.Items
{
[RegisterComponent]
public class ThrownItemComponent : Component, ICollideBehavior
{
public override string Name => "ThrownItem";
public IEntity? Thrower { get; set; }
public override void HandleMessage(ComponentMessage message, IComponent? component)
{
base.HandleMessage(message, component);
switch (message)
{
case PhysicsSleepCompMessage:
EntitySystem.Get<InteractionSystem>().LandInteraction(Thrower, Owner, Owner.Transform.Coordinates);
IoCManager.Resolve<IComponentManager>().RemoveComponent(Owner.Uid, this);
break;
}
}
public void CollideWith(IPhysBody ourBody, IPhysBody otherBody)
{
EntitySystem.Get<InteractionSystem>().ThrowCollideInteraction(Thrower, ourBody, otherBody);
}
}
}