Remove flammability mass (#41803)
* Remove flammability mass * Adjust mass fudge number * Remove fudge
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@ -145,8 +145,8 @@ namespace Content.Server.Atmos.EntitySystems
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if (!TryComp<PhysicsComponent>(uid, out var body))
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return;
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_fixture.TryCreateFixture(uid, component.FlammableCollisionShape, component.FlammableFixtureID, hard: false,
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collisionMask: (int) CollisionGroup.FullTileLayer, body: body);
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_fixture.TryCreateFixture(uid, component.FlammableCollisionShape, component.FlammableFixtureID, density: 0,
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hard: false, collisionMask: (int) CollisionGroup.FullTileLayer, body: body);
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}
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private void OnInteractUsing(EntityUid uid, FlammableComponent flammable, InteractUsingEvent args)
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@ -228,7 +228,7 @@ namespace Content.Server.Atmos.EntitySystems
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// Get the average of both entity's firestacks * mass
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// Then for each entity, we divide the average by their mass and set their firestacks to that value
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// An entity with a higher mass will lose some fire and transfer it to the one with lower mass.
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var avg = (flammable.FireStacks * mass1 + otherFlammable.FireStacks * mass2) / 2f;
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var avg = (flammable.FireStacks * mass1 + otherFlammable.FireStacks * mass2) / 2f;
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// bring each entity to the same firestack mass, firestack amount is scaled by the inverse of the entity's mass
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SetFireStacks(uid, avg / mass1, flammable, ignite: true);
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