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crystall-punk-14/Content.Shared/GameObjects/Components/Projectiles/SharedProjectileComponent.cs

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#nullable enable
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using System;
using Robust.Shared.GameObjects;
using Robust.Shared.Physics;
using Robust.Shared.Serialization;
namespace Content.Shared.GameObjects.Components.Projectiles
{
public abstract class SharedProjectileComponent : Component, ICollideSpecial
{
private bool _ignoreShooter = true;
public override string Name => "Projectile";
public override uint? NetID => ContentNetIDs.PROJECTILE;
protected abstract EntityUid Shooter { get; }
public bool IgnoreShooter
{
get => _ignoreShooter;
set
{
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>
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if (_ignoreShooter == value) return;
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_ignoreShooter = value;
Dirty();
}
}
[NetSerializable, Serializable]
protected class ProjectileComponentState : ComponentState
{
public ProjectileComponentState(uint netId, EntityUid shooter, bool ignoreShooter) : base(netId)
{
Shooter = shooter;
IgnoreShooter = ignoreShooter;
}
public EntityUid Shooter { get; }
public bool IgnoreShooter { get; }
}
public bool PreventCollide(IPhysBody collidedwith)
{
return IgnoreShooter && collidedwith.Entity.Uid == Shooter;
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}
}
}