Weapons warnings cleanup (#36164)

* Weapons warnings cleanup

* Changes to audio on Reflection stuff
This commit is contained in:
J
2025-04-18 14:28:40 +00:00
committed by GitHub
parent d068075c81
commit a89af44f56
5 changed files with 22 additions and 23 deletions

View File

@@ -27,6 +27,7 @@ using Robust.Shared.Audio.Systems;
using Robust.Shared.Containers;
using Robust.Shared.Map;
using Robust.Shared.Network;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Components;
using Robust.Shared.Physics.Systems;
using Robust.Shared.Prototypes;
@@ -462,7 +463,7 @@ public abstract partial class SharedGunSystem : EntitySystem
var coordinates = xform.Coordinates;
coordinates = coordinates.Offset(offsetPos);
TransformSystem.SetLocalRotation(xform, Random.NextAngle());
TransformSystem.SetLocalRotation(entity, Random.NextAngle(), xform);
TransformSystem.SetCoordinates(entity, xform, coordinates);
// decides direction the casing ejects and only when not cycling
@@ -510,8 +511,8 @@ public abstract partial class SharedGunSystem : EntitySystem
public void CauseImpulse(EntityCoordinates fromCoordinates, EntityCoordinates toCoordinates, EntityUid user, PhysicsComponent userPhysics)
{
var fromMap = fromCoordinates.ToMapPos(EntityManager, TransformSystem);
var toMap = toCoordinates.ToMapPos(EntityManager, TransformSystem);
var fromMap = TransformSystem.ToMapCoordinates(fromCoordinates).Position;
var toMap = TransformSystem.ToMapCoordinates(toCoordinates).Position;
var shotDirection = (toMap - fromMap).Normalized();
const float impulseStrength = 25.0f;