using Content.Shared.Physics; using Robust.Shared.Physics.Events; namespace Content.Shared._Goobstation.Projectiles.ProjectileIgnoreTransparent; public sealed class ProjectileIgnoreTransparentSystem : EntitySystem { public override void Initialize() { base.Initialize(); SubscribeLocalEvent(OnPreventCollide); } private void OnPreventCollide(Entity ent, ref PreventCollideEvent args) { if ((args.OtherFixture.CollisionLayer & (int) CollisionGroup.Opaque) == 0) args.Cancelled = true; } }