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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@@ -18,12 +18,12 @@ namespace Content.Server.Body.Systems
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<BodyComponent, RelayMoveInputEvent>(OnRelayMoveInput);
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SubscribeLocalEvent<BodyComponent, MoveInputEvent>(OnRelayMoveInput);
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SubscribeLocalEvent<BodyComponent, ApplyMetabolicMultiplierEvent>(OnApplyMetabolicMultiplier);
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SubscribeLocalEvent<BodyComponent, BeingMicrowavedEvent>(OnBeingMicrowaved);
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}
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private void OnRelayMoveInput(EntityUid uid, BodyComponent component, RelayMoveInputEvent args)
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private void OnRelayMoveInput(EntityUid uid, BodyComponent component, ref MoveInputEvent args)
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{
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if (EntityManager.TryGetComponent<MobStateComponent>(uid, out var mobState) &&
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mobState.IsDead() &&
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@@ -40,8 +40,7 @@ namespace Content.Server.Body.Systems
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Comp<GhostOnMoveComponent>(newEntity).MustBeDead = true;
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// TODO: This is an awful solution.
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if (!EntityManager.HasComponent<IMoverComponent>(newEntity))
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EntityManager.AddComponent<SharedDummyInputMoverComponent>(newEntity);
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EnsureComp<InputMoverComponent>(newEntity);
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oldMind.Mind?.TransferTo(newEntity);
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}
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