private void OnTileFriction(Entity<StandingStateComponent> entity, ref TileFrictionEvent args)
{
if (!entity.Comp.Standing)
- args.Modifier *= entity.Comp.FrictionModifier;
+ args.Modifier *= entity.Comp.DownFrictionMod;
+ }
+
+ private void OnEndClimb(Entity<StandingStateComponent> entity, ref EndClimbEvent args)
+ {
+ if (entity.Comp.Standing)
+ return;
+
+ // Currently only Climbing also edits fixtures layers like this so this is fine for now.
+ ChangeLayers(entity);
}
+ private void OnEndClimb(Entity<StandingStateComponent> entity, ref EndClimbEvent args)
+ {
+ if (entity.Comp.Standing)
+ return;
+
+ // Currently only Climbing also edits fixtures layers like this so this is fine for now.
+ ChangeLayers(entity);
+ }
+
public bool IsDown(EntityUid uid, StandingStateComponent? standingState = null)
{
if (!Resolve(uid, ref standingState, false))