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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@@ -94,7 +94,7 @@ public sealed class EyeLerpingSystem : EntitySystem
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return;
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// We can't lerp if the mob can't move!
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if (!TryComp(mob, out IMoverComponent? mover))
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if (!TryComp(mob, out InputMoverComponent? mover))
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return;
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LerpEye(_eyeManager.CurrentEye, frameTime, mover.LastGridAngle, _playerActiveEye);
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