_physics.SetBodyStatus(uid, phys, BodyStatus.InAir);
var xform = Transform(uid);
- var worldRot = _transform.GetWorldRotation(uid);
+ var (worldPos, worldRot) = _transform.GetWorldPositionRotation(uid);
var vel = worldRot.ToWorldVec() * component.MaxSpeed;
if (component.RandomizeVelocity)
}
_physics.ApplyLinearImpulse(uid, vel, body: phys);
- xform.LocalRotation = (vel - _transform.GetWorldPosition(uid)).ToWorldAngle() + MathHelper.PiOver2;
+ xform.LocalRotation = (vel - worldPos).ToWorldAngle() + MathHelper.PiOver2;
}
}