Fix: gun recoil unbuckles riders from vehicles#253
Open
Grom1halo wants to merge 1 commit into
Open
Conversation
Firing a weapon while buckled (e.g. riding a hoverbike) pushed the shooter's body away from the seat, which could exceed the strap's unbuckle distance and throw them off the vehicle. Recoil now applies to whatever the shooter is buckled to instead.
6 tasks
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.This suggestion is invalid because no changes were made to the code.Suggestions cannot be applied while the pull request is closed.Suggestions cannot be applied while viewing a subset of changes.Only one suggestion per line can be applied in a batch.Add this suggestion to a batch that can be applied as a single commit.Applying suggestions on deleted lines is not supported.You must change the existing code in this line in order to create a valid suggestion.Outdated suggestions cannot be applied.This suggestion has been applied or marked resolved.Suggestions cannot be applied from pending reviews.Suggestions cannot be applied on multi-line comments.Suggestions cannot be applied while the pull request is queued to merge.Suggestion cannot be applied right now. Please check back later.
Summary
StrapComponent(e.g. riding a hoverbike) applied the recoil impulse directly to the shooter's body.unbuckleDistanceSquared, causing them to be automatically unbuckled and thrown off the vehicle, especially with high-recoil weapons.BuckleComponent.BuckledTo), so the kick is absorbed by the vehicle instead of ejecting the rider.Changes
Content.Shared/Weapons/Ranged/Systems/SharedGunSystem.cs: added aBuckleComponentquery and, inCauseImpulse, redirect the recoil target entity toBuckledTowhen the shooter is buckled.Test plan
Content.Shared,Content.Server,Content.Client) with no new errors/warnings.GunComponent/BuckleComponent.