if (!TryComp<PhysicsComponent>(uid, out var body))
return;
- _fixture.TryCreateFixture(uid, component.FlammableCollisionShape, component.FlammableFixtureID, hard: false,
- collisionMask: (int) CollisionGroup.FullTileLayer, body: body);
+ _fixture.TryCreateFixture(uid, component.FlammableCollisionShape, component.FlammableFixtureID, density: 0,
+ hard: false, collisionMask: (int) CollisionGroup.FullTileLayer, body: body);
}
private void OnInteractUsing(EntityUid uid, FlammableComponent flammable, InteractUsingEvent args)
// Get the average of both entity's firestacks * mass
// Then for each entity, we divide the average by their mass and set their firestacks to that value
// An entity with a higher mass will lose some fire and transfer it to the one with lower mass.
- var avg = (flammable.FireStacks * mass1 + otherFlammable.FireStacks * mass2) / 2f;
+ var avg = (flammable.FireStacks * mass1 + otherFlammable.FireStacks * mass2) / 2f;
// bring each entity to the same firestack mass, firestack amount is scaled by the inverse of the entity's mass
SetFireStacks(uid, avg / mass1, flammable, ignite: true);