The real movement refactor (#9645)
* The real movement refactor * ref events * Jetpack cleanup * a * Vehicles partially working * Balance tweaks * Restore some shitcode * AAAAAAAA * Even more prediction * ECS compstate trying to fix this * yml * vehicles kill me * Don't lock keys * a * Fix problem * Fix sounds * shuttle inputs * Shuttle controls * space brakes * Keybinds * Fix merge * Handle shutdown * Fix keys * Bump friction * fix buckle offset * Fix relay and friction * Fix jetpack turning * contexts amirite
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@@ -1,9 +1,26 @@
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using Content.Client.Buckle.Strap;
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using Content.Shared.Buckle;
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using Content.Shared.Buckle.Components;
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using Robust.Shared.GameStates;
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namespace Content.Client.Buckle
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{
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internal sealed class BuckleSystem : SharedBuckleSystem
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{
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<StrapComponent, ComponentHandleState>(OnStrapHandleState);
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}
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private void OnStrapHandleState(EntityUid uid, StrapComponent component, ref ComponentHandleState args)
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{
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if (args.Current is not StrapComponentState state) return;
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component.Position = state.Position;
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component.BuckleOffsetUnclamped = state.BuckleOffsetClamped;
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component.BuckledEntities.Clear();
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component.BuckledEntities.UnionWith(state.BuckledEntities);
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component.MaxBuckleDistance = state.MaxBuckleDistance;
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}
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}
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}
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