Fix vehicle comments (#7777)
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@@ -70,29 +70,29 @@ namespace Content.Server.Vehicle
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{
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if (args.Buckling)
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{
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/// Add a virtual item to rider's hand, unbuckle if we can't.
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// Add a virtual item to rider's hand, unbuckle if we can't.
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if (!_virtualItemSystem.TrySpawnVirtualItemInHand(uid, args.BuckledEntity))
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{
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_riderSystem.UnbuckleFromVehicle(args.BuckledEntity);
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return;
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}
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/// Set up the rider and vehicle with each other
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// Set up the rider and vehicle with each other
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EnsureComp<SharedPlayerInputMoverComponent>(uid);
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var rider = EnsureComp<RiderComponent>(args.BuckledEntity);
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component.Rider = args.BuckledEntity;
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rider.Vehicle = component;
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component.HasRider = true;
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/// Handle pulling
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// Handle pulling
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RemComp<SharedPullableComponent>(args.BuckledEntity);
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RemComp<SharedPullableComponent>(uid);
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/// Let this open doors if it has the key in it
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// Let this open doors if it has the key in it
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if (component.HasKey)
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{
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_tagSystem.AddTag(uid, "DoorBumpOpener");
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}
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/// Update appearance stuff, add actions
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// Update appearance stuff, add actions
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UpdateBuckleOffset(Transform(uid), component);
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UpdateDrawDepth(uid, GetDrawDepth(Transform(uid), component.NorthOnly));
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if (TryComp<ActionsComponent>(args.BuckledEntity, out var actions) && TryComp<UnpoweredFlashlightComponent>(uid, out var flashlight))
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@@ -113,9 +113,9 @@ namespace Content.Server.Vehicle
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_tagSystem.RemoveTag(uid, "DoorBumpOpener");
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EnsureComp<SharedPullableComponent>(args.BuckledEntity);
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EnsureComp<SharedPullableComponent>(uid);
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/// Entity is no longer riding
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// Entity is no longer riding
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RemComp<RiderComponent>(args.BuckledEntity);
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/// Reset component
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// Reset component
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component.HasRider = false;
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component.Rider = null;
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_itemSlotsSystem.SetLock(uid, component.Name, false);
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@@ -128,13 +128,13 @@ namespace Content.Server.Vehicle
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/// </summary>
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private void OnMove(EntityUid uid, VehicleComponent component, ref MoveEvent args)
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{
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/// This first check is just for safety
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// This first check is just for safety
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if (!HasComp<SharedPlayerInputMoverComponent>(uid))
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{
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UpdateAutoAnimate(uid, false);
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return;
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}
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/// The random check means the vehicle will stop after a few tiles without a key or without a rider
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// The random check means the vehicle will stop after a few tiles without a key or without a rider
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if ((!component.HasRider || !component.HasKey) && _random.Prob(0.015f))
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{
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RemComp<SharedPlayerInputMoverComponent>(uid);
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@@ -155,16 +155,16 @@ namespace Content.Server.Vehicle
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if (_tagSystem.HasTag(args.Entity, "VehicleKey"))
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{
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/// Return if the slot is not the key slot
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/// That slot ID should be inherited from basevehicle in the .yml
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// Return if the slot is not the key slot
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// That slot ID should be inherited from basevehicle in the .yml
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if (args.Container.ID != "key_slot")
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{
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return;
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}
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/// This lets the vehicle move
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// This lets the vehicle move
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EnsureComp<SharedPlayerInputMoverComponent>(uid);
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/// This lets the vehicle open doors
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// This lets the vehicle open doors
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if (component.HasRider)
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_tagSystem.AddTag(uid, "DoorBumpOpener");
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@@ -238,6 +238,7 @@ namespace Content.Server.Vehicle
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}
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}
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/// <summary>
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/// Set the draw depth for the sprite.
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/// </summary>
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@@ -251,7 +252,7 @@ namespace Content.Server.Vehicle
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/// <summary>
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/// Set whether the vehicle's base layer is animating or not.
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/// </summmary>
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/// </summary>
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private void UpdateAutoAnimate(EntityUid uid, bool autoAnimate)
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{
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if (!TryComp<AppearanceComponent>(uid, out var appearance))
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