From: Connor Huffine Date: Wed, 17 Dec 2025 08:24:54 +0000 (-0500) Subject: Remove flammability mass (#41803) X-Git-Url: https://git.smokeofanarchy.ru/gitweb.cgi?a=commitdiff_plain;h=2455dbbdb093006e7ef0516869c9001214522c33;p=space-station-14.git Remove flammability mass (#41803) * Remove flammability mass * Adjust mass fudge number * Remove fudge --- diff --git a/Content.Server/Atmos/EntitySystems/FlammableSystem.cs b/Content.Server/Atmos/EntitySystems/FlammableSystem.cs index f630e4e610..bd05a2c9ec 100644 --- a/Content.Server/Atmos/EntitySystems/FlammableSystem.cs +++ b/Content.Server/Atmos/EntitySystems/FlammableSystem.cs @@ -145,8 +145,8 @@ namespace Content.Server.Atmos.EntitySystems if (!TryComp(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) @@ -228,7 +228,7 @@ namespace Content.Server.Atmos.EntitySystems // 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);