Fix body component not setting client movement speed on initialize

This commit is contained in:
DrSmugleaf
2021-03-05 13:00:11 +01:00
parent 093540b69d
commit b83586095c

View File

@@ -58,10 +58,9 @@ namespace Content.Shared.GameObjects.Components.Body
[ViewVariables] [ViewVariables]
public IReadOnlyDictionary<string, IBodyPart> Parts => _parts; public IReadOnlyDictionary<string, IBodyPart> Parts => _parts;
[ViewVariables]
public IReadOnlyDictionary<string, string> PartIds => _partIds; public IReadOnlyDictionary<string, string> PartIds => _partIds;
[ViewVariables] public IReadOnlyDictionary<string, string> PartIDs => _partIds;
public override void Initialize() public override void Initialize()
{ {
base.Initialize(); base.Initialize();
@@ -116,6 +115,7 @@ namespace Content.Shared.GameObjects.Components.Body
} }
Connections = cleanedConnections; Connections = cleanedConnections;
CalculateSpeed();
} }
protected virtual bool CanAddPart(string slot, IBodyPart part) protected virtual bool CanAddPart(string slot, IBodyPart part)
@@ -473,7 +473,7 @@ namespace Content.Shared.GameObjects.Components.Body
var legs = GetPartsWithProperty<LegComponent>(); var legs = GetPartsWithProperty<LegComponent>();
float speedSum = 0; float speedSum = 0;
foreach (var leg in GetPartsWithProperty<LegComponent>()) foreach (var leg in legs)
{ {
var footDistance = DistanceToNearestFoot(leg.part); var footDistance = DistanceToNearestFoot(leg.part);