Update for collision events by-ref (#10933)
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@@ -11,6 +11,7 @@ using Robust.Server.GameObjects;
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using Robust.Shared.GameStates;
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using Robust.Shared.Physics.Dynamics;
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using Robust.Shared.Player;
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using Robust.Shared.Physics.Events;
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using GunSystem = Content.Server.Weapon.Ranged.Systems.GunSystem;
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namespace Content.Server.Projectiles
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@@ -35,7 +36,7 @@ namespace Content.Server.Projectiles
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args.State = new ProjectileComponentState(component.Shooter, component.IgnoreShooter);
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}
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private void OnStartCollide(EntityUid uid, ProjectileComponent component, StartCollideEvent args)
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private void OnStartCollide(EntityUid uid, ProjectileComponent component, ref StartCollideEvent args)
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{
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// This is so entities that shouldn't get a collision are ignored.
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if (args.OurFixture.ID != ProjectileFixture || !args.OtherFixture.Hard || component.DamagedEntity)
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