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Revert "small fix"
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This reverts commit d8795ba.
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Darkiich committed May 14, 2024
1 parent e8c0847 commit b70c56b
Showing 1 changed file with 14 additions and 23 deletions.
37 changes: 14 additions & 23 deletions Content.Shared/Physics/CollisionGroup.cs
Original file line number Diff line number Diff line change
Expand Up @@ -13,42 +13,34 @@ namespace Content.Shared.Physics;
[FlagsFor(typeof(CollisionLayer)), FlagsFor(typeof(CollisionMask))]
public enum CollisionGroup
{
None = 0,
Opaque = 1 << 0, // 1 Blocks light, can be hit by lasers
Impassable = 1 << 1, // 2 Walls, objects impassable by any means
MidImpassable = 1 << 2, // 4 Mobs, players, crabs, etc
HighImpassable = 1 << 3, // 8 Things on top of tables and things that block tall/large mobs.
LowImpassable = 1 << 4, // 16 For things that can fit under a table or squeeze under an airlock
BlobImpassable = 1 << 5, // 228 Blob Tiles # TODO: HOW FUCK THIS WORKS?
GhostImpassable = 1 << 6, // 32 Things impassible by ghosts/observers, ie blessed tiles or forcefields
BulletImpassable = 1 << 7, // 64 Can be hit by bullets
InteractImpassable = 1 << 8, // 128 Blocks interaction/InRangeUnobstructed
DoorPassable = 1 << 9, // 512 Blob Tiles

None = 0,
Opaque = 1 << 0, // 1 Blocks light, can be hit by lasers
Impassable = 1 << 1, // 2 Walls, objects impassable by any means
MidImpassable = 1 << 2, // 4 Mobs, players, crabs, etc
HighImpassable = 1 << 3, // 8 Things on top of tables and things that block tall/large mobs.
LowImpassable = 1 << 4, // 16 For things that can fit under a table or squeeze under an airlock
GhostImpassable = 1 << 5, // 32 Things impassible by ghosts/observers, ie blessed tiles or forcefields
BulletImpassable = 1 << 6, // 64 Can be hit by bullets
InteractImpassable = 1 << 7, // 128 Blocks interaction/InRangeUnobstructed
DoorPassable = 1 << 8, // 256 Allows door to close over top, Like blast doors over conveyors for disposals rooms/cargo.

MapGrid = MapGridHelpers.CollisionGroup, // Map grids, like shuttles. This is the actual grid itself, not the walls or other entities connected to the grid.

// 32 possible groups
AllMask = -1,

// Humanoids, etc.
MobMask = Impassable | HighImpassable | MidImpassable | LowImpassable | BlobImpassable,
MobMask = Impassable | HighImpassable | MidImpassable | LowImpassable,
MobLayer = Opaque | BulletImpassable,
// Mice, drones
SmallMobMask = Impassable | LowImpassable | BlobImpassable,
SmallMobMask = Impassable | LowImpassable,
SmallMobLayer = Opaque | BulletImpassable,
// Birds/other small flyers
FlyingMobMask = Impassable | HighImpassable | BlobImpassable,
FlyingMobMask = Impassable | HighImpassable,
FlyingMobLayer = Opaque | BulletImpassable,
// blob
BlobMobMask = Impassable | HighImpassable | MidImpassable | LowImpassable,
BlobMobLayer = Opaque | BulletImpassable,
// blob
FlyingBlobMobMask = Impassable | HighImpassable,
FlyingBlobMobLayer = Opaque | BulletImpassable,

// Mechs
LargeMobMask = Impassable | HighImpassable | MidImpassable | LowImpassable | BlobImpassable,
LargeMobMask = Impassable | HighImpassable | MidImpassable | LowImpassable,
LargeMobLayer = Opaque | HighImpassable | MidImpassable | LowImpassable | BulletImpassable,

// Machines, computers
Expand Down Expand Up @@ -77,7 +69,6 @@ public enum CollisionGroup
ItemMask = Impassable | HighImpassable | BlobImpassable,

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ThrownItem = Impassable | HighImpassable | BulletImpassable | BlobImpassable,

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WallLayer = Opaque | Impassable | HighImpassable | MidImpassable | LowImpassable | BulletImpassable | InteractImpassable,
BlobTileLayer = Opaque | BlobImpassable | BulletImpassable,
GlassLayer = Impassable | HighImpassable | MidImpassable | LowImpassable | BulletImpassable | InteractImpassable,
HalfWallLayer = MidImpassable | LowImpassable,

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