Remove flammability mass (#41803)

* Remove flammability mass

* Adjust mass fudge number

* Remove fudge
This commit is contained in:
Connor Huffine 2025-12-17 03:24:54 -05:00 committed by BarryNorfolk
parent f34424d9cd
commit 88b1f3e053
1 changed files with 3 additions and 3 deletions

View File

@ -145,8 +145,8 @@ namespace Content.Server.Atmos.EntitySystems
if (!TryComp<PhysicsComponent>(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);