Rotate DefaultGrid on round start (#4957)
* Rotate DefaultGrid on round start Not ideal long-term but good for bugspotting short-term. * Fix buckle test Because gridtraversal was being triggered the pos was being fucked when moving back * Fix buckle * Buckle offset
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@@ -122,33 +122,21 @@ namespace Content.Server.Buckle.Components
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var strapTransform = strap.Owner.Transform;
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ownTransform.AttachParent(strapTransform);
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ownTransform.LocalRotation = Angle.Zero;
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switch (strap.Position)
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{
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case StrapPosition.None:
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ownTransform.WorldRotation = strapTransform.WorldRotation;
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break;
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case StrapPosition.Stand:
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EntitySystem.Get<StandingStateSystem>().Stand(Owner.Uid);
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ownTransform.WorldRotation = strapTransform.WorldRotation;
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break;
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case StrapPosition.Down:
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EntitySystem.Get<StandingStateSystem>().Down(Owner.Uid, false, false);
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ownTransform.LocalRotation = Angle.Zero;
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break;
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}
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// Assign BuckleOffset first, before causing a MoveEvent to fire
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if (strapTransform.WorldRotation.GetCardinalDir() == Direction.North)
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{
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BuckleOffset = (0, 0.15f);
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ownTransform.WorldPosition = strapTransform.WorldPosition + BuckleOffset;
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}
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else
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{
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BuckleOffset = Vector2.Zero;
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ownTransform.WorldPosition = strapTransform.WorldPosition;
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}
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ownTransform.LocalPosition = Vector2.Zero + BuckleOffset;
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}
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public bool CanBuckle(IEntity? user, IEntity to, [NotNullWhen(true)] out StrapComponent? strap)
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@@ -403,7 +391,7 @@ namespace Content.Server.Buckle.Components
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int? drawDepth = null;
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if (BuckledTo != null &&
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Owner.Transform.WorldRotation.GetCardinalDir() == Direction.North &&
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BuckledTo.Owner.Transform.LocalRotation.GetCardinalDir() == Direction.North &&
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BuckledTo.SpriteComponent != null)
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{
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drawDepth = BuckledTo.SpriteComponent.DrawDepth - 1;
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