Improved Slippery prediction, moves Slippery entirely to Shared (#3677)

* Fixes SlipperyComponent mispredict

* a

* Holy shit
This commit is contained in:
Vera Aguilera Puerto
2021-03-15 19:01:15 +01:00
committed by GitHub
parent 666fb9e2af
commit 0c35b78401
6 changed files with 89 additions and 77 deletions

View File

@@ -1,23 +0,0 @@
using Content.Shared.GameObjects.Components.Movement;
using Robust.Shared.GameObjects;
namespace Content.Client.GameObjects.Components.Movement
{
[RegisterComponent]
[ComponentReference(typeof(SharedSlipperyComponent))]
public class SlipperyComponent : SharedSlipperyComponent
{
public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
{
base.HandleComponentState(curState, nextState);
if (curState is not SlipperyComponentState state) return;
_slippery = state.Slippery;
_intersectPercentage = state.IntersectPercentage;
_paralyzeTime = state.ParalyzeTime;
_requiredSlipSpeed = state.RequiredSlipSpeed;
_launchForwardsMultiplier = state.LaunchForwardsMultiplier;
}
}
}