From 94141ad021e5afb106c6cf89c2c57b2efb208925 Mon Sep 17 00:00:00 2001 From: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Date: Sun, 17 Jul 2022 14:31:49 +1000 Subject: [PATCH] Don't relay incapacitated move inputs (#9822) --- .../Movement/Systems/SharedMoverController.Input.cs | 5 ++++- 1 file changed, 4 insertions(+), 1 deletion(-) diff --git a/Content.Shared/Movement/Systems/SharedMoverController.Input.cs b/Content.Shared/Movement/Systems/SharedMoverController.Input.cs index f223978d64..74af6c2f90 100644 --- a/Content.Shared/Movement/Systems/SharedMoverController.Input.cs +++ b/Content.Shared/Movement/Systems/SharedMoverController.Input.cs @@ -78,9 +78,12 @@ namespace Content.Shared.Movement.Systems private void HandleDirChange(EntityUid entity, Direction dir, ushort subTick, bool state) { + // Relayed movement just uses the same keybinds given we're moving the relayed entity + // the same as us. TryComp(entity, out var moverComp); - if (TryComp(entity, out var relayMover)) + // Can't relay inputs if you're dead. + if (TryComp(entity, out var relayMover) && !_mobState.IsIncapacitated(entity)) { // if we swap to relay then stop our existing input if we ever change back. if (moverComp != null)