From 2cfa5c4616086a0ec4d4e09f3064653a519ba363 Mon Sep 17 00:00:00 2001 From: Jules Bertholet Date: Sun, 20 Aug 2023 20:56:09 +0200 Subject: [PATCH] Principia compatibility --- Firespitter/aero/FSbladeLiftSurface.cs | 4 ++-- Firespitter/aero/FSliftSurface.cs | 4 ++-- Firespitter/engine/FS engine modules/FSengine.cs | 2 +- Firespitter/engine/FSvelocityController.cs | 4 ++-- Firespitter/water/FSbuoyancy.cs | 2 +- Firespitter/water/FSrudder.cs | 2 +- 6 files changed, 9 insertions(+), 9 deletions(-) diff --git a/Firespitter/aero/FSbladeLiftSurface.cs b/Firespitter/aero/FSbladeLiftSurface.cs index 22b81d88..a1f60cbd 100644 --- a/Firespitter/aero/FSbladeLiftSurface.cs +++ b/Firespitter/aero/FSbladeLiftSurface.cs @@ -218,9 +218,9 @@ public void FixedUpdate() Vector3 liftVector = getLiftVector(); - commonRigidBody.AddForceAtPosition(liftVector, liftTransform.position); + part.AddForceAtPosition(liftVector, liftTransform.position); - commonRigidBody.AddForceAtPosition(liftAndDrag.y * dragMultiplier * -commonRigidBody.GetPointVelocity(liftTransform.position).normalized, liftTransform.position); + part.AddForceAtPosition(liftAndDrag.y * dragMultiplier * -commonRigidBody.GetPointVelocity(liftTransform.position).normalized, liftTransform.position); } catch (Exception e) { diff --git a/Firespitter/aero/FSliftSurface.cs b/Firespitter/aero/FSliftSurface.cs index 3d0a7a18..48e0d007 100644 --- a/Firespitter/aero/FSliftSurface.cs +++ b/Firespitter/aero/FSliftSurface.cs @@ -148,9 +148,9 @@ public void FixedUpdate() Vector3 liftVector = getLiftVector(); //Vector3 liftVector = liftAndDrag.x * -liftTransform.up; - commonRigidBody.AddForceAtPosition(liftVector, liftTransform.position); + part.AddForceAtPosition(liftVector, liftTransform.position); - commonRigidBody.AddForceAtPosition(liftAndDrag.y * dragMultiplier * -commonRigidBody.GetPointVelocity(liftTransform.position).normalized, liftTransform.position); + part.AddForceAtPosition(liftAndDrag.y * dragMultiplier * -commonRigidBody.GetPointVelocity(liftTransform.position).normalized, liftTransform.position); } public override void OnUpdate() diff --git a/Firespitter/engine/FS engine modules/FSengine.cs b/Firespitter/engine/FS engine modules/FSengine.cs index 83b73c08..90767374 100644 --- a/Firespitter/engine/FS engine modules/FSengine.cs +++ b/Firespitter/engine/FS engine modules/FSengine.cs @@ -320,7 +320,7 @@ private void HandleFixedUpdate() for (int i = 0; i < thrustTransforms.Length; i++) { - GetComponent().AddForceAtPosition(-thrustTransforms[i].forward * applyThrust, thrustTransforms[i].position); + part.AddForceAtPosition(-thrustTransforms[i].forward * applyThrust, thrustTransforms[i].position); } smoothFxThrust = Mathf.Lerp(smoothFxThrust, finalThrustNormalized, smoothFXSpeed); diff --git a/Firespitter/engine/FSvelocityController.cs b/Firespitter/engine/FSvelocityController.cs index 36795c20..5a007525 100644 --- a/Firespitter/engine/FSvelocityController.cs +++ b/Firespitter/engine/FSvelocityController.cs @@ -116,7 +116,7 @@ public override void OnFixedUpdate() if (!resourceReceived) thrustUsed = 0f; if (thrustUsed > 0f) - part.gameObject.GetComponent().AddForceAtPosition(finalThrust, t.transform.position); + part.AddForceAtPosition(finalThrust, t.transform.position); //KSP 1.8 //if (useFX) //{ @@ -157,7 +157,7 @@ private float updateThruster(int fxNumber, bool doThrust, Transform t) if (thrustModifier > 0f && velocityDirection.magnitude > minVelocityToActivate) { finalThrust = -thrustDirection * thrustModifier * maxThrust; - //part.gameObject.GetComponent().AddForceAtPosition(-thrustDirection * thrustModifier * maxThrust, t.transform.position); + //part.AddForceAtPosition(-thrustDirection * thrustModifier * maxThrust, t.transform.position); } else { diff --git a/Firespitter/water/FSbuoyancy.cs b/Firespitter/water/FSbuoyancy.cs index 3a778b34..3bbd0936 100644 --- a/Firespitter/water/FSbuoyancy.cs +++ b/Firespitter/water/FSbuoyancy.cs @@ -98,7 +98,7 @@ public void FixedUpdate() if (vessel.verticalSpeed < maxVerticalSpeed) // || relativeDirection < 0f) // if you are going down, apply force regardless, of going up, limit up speed { - this.part.GetComponent().AddForceAtPosition(uplift, forcePoint.position); + this.part.AddForceAtPosition(uplift, forcePoint.position); } } diff --git a/Firespitter/water/FSrudder.cs b/Firespitter/water/FSrudder.cs index e7f861a3..646dc6d6 100644 --- a/Firespitter/water/FSrudder.cs +++ b/Firespitter/water/FSrudder.cs @@ -189,7 +189,7 @@ public void FixedUpdate() transformDirection = -transform.forward; break; } - base.GetComponent().AddForceAtPosition(transformDirection * forcetoAdd, base.transform.position); + part.AddForceAtPosition(transformDirection * forcetoAdd, base.transform.position); if (rudderTransform != null) {