Don't relay incapacitated move inputs (#9822)
This commit is contained in:
@@ -78,9 +78,12 @@ namespace Content.Shared.Movement.Systems
|
|||||||
|
|
||||||
private void HandleDirChange(EntityUid entity, Direction dir, ushort subTick, bool state)
|
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<InputMoverComponent>(entity, out var moverComp);
|
TryComp<InputMoverComponent>(entity, out var moverComp);
|
||||||
|
|
||||||
if (TryComp<RelayInputMoverComponent>(entity, out var relayMover))
|
// Can't relay inputs if you're dead.
|
||||||
|
if (TryComp<RelayInputMoverComponent>(entity, out var relayMover) && !_mobState.IsIncapacitated(entity))
|
||||||
{
|
{
|
||||||
// if we swap to relay then stop our existing input if we ever change back.
|
// if we swap to relay then stop our existing input if we ever change back.
|
||||||
if (moverComp != null)
|
if (moverComp != null)
|
||||||
|
|||||||
Reference in New Issue
Block a user