_physics.SetBodyType(ent, BodyType.Dynamic, manager: manager, body: physics);
_physics.SetCanCollide(ent, true, manager: manager, body: physics);
- _broadphase.RegenerateContacts(ent, physics, manager);
+ _broadphase.RegenerateContacts((ent, physics, manager));
var distanceLength = distanceCorrection.Length();
// Re-check for contacts as we cleared them.
else if (TryComp<PhysicsComponent>(uid, out var body))
{
- _broadphase.RegenerateContacts(uid, body);
+ _broadphase.RegenerateContacts((uid, body));
}
}
var xform = Transform(uid);
_physics.SetBodyType(uid, BodyType.Dynamic, fixtures, body, xform);
_physics.SetCanCollide(uid, true, manager: fixtures, body: body);
- _broadphase.RegenerateContacts(uid, body, fixtures, xform);
+ _broadphase.RegenerateContacts((uid, body, fixtures, xform));
}
var timer = EnsureComp<TimedDespawnComponent>(uid);
component.State = state;
if (TryComp<PhysicsComponent>(uid, out var physics))
- _broadphase.RegenerateContacts(uid, physics);
+ _broadphase.RegenerateContacts((uid, physics));
UpdateAppearance(uid, component);
Dirty(uid, component);
private void OnStunOnContactStartup(Entity<StunOnContactComponent> ent, ref ComponentStartup args)
{
if (TryComp<PhysicsComponent>(ent, out var body))
- _broadphase.RegenerateContacts(ent, body);
+ _broadphase.RegenerateContacts((ent, body));
}
private void OnStunOnContactCollide(Entity<StunOnContactComponent> ent, ref StartCollideEvent args)
_physics.SetBodyStatus(uid, physics, BodyStatus.OnGround);
if (physics.Awake)
- _broadphase.RegenerateContacts(uid, physics);
+ _broadphase.RegenerateContacts((uid, physics));
}
if (EntityManager.TryGetComponent(uid, out FixturesComponent? manager))
if (thrownItem.Thrower is not null)
_adminLogger.Add(LogType.Landed, LogImpact.Low, $"{ToPrettyString(uid):entity} thrown by {ToPrettyString(thrownItem.Thrower.Value):thrower} landed.");
- _broadphase.RegenerateContacts(uid, physics);
+ _broadphase.RegenerateContacts((uid, physics));
var landEvent = new LandEvent(thrownItem.Thrower, playSound);
RaiseLocalEvent(uid, ref landEvent);
}