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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@@ -24,7 +24,7 @@ namespace Content.Server.Disposal.Tube
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base.Initialize();
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SubscribeLocalEvent<DisposalTubeComponent, PhysicsBodyTypeChangedEvent>(BodyTypeChanged);
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SubscribeLocalEvent<DisposalTubeComponent, RelayMovementEntityEvent>(OnRelayMovement);
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SubscribeLocalEvent<DisposalTubeComponent, ContainerRelayMovementEntityEvent>(OnRelayMovement);
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SubscribeLocalEvent<DisposalTubeComponent, BreakageEventArgs>(OnBreak);
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SubscribeLocalEvent<DisposalTaggerComponent, GetVerbsEvent<InteractionVerb>>(AddOpenUIVerbs);
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SubscribeLocalEvent<DisposalRouterComponent, GetVerbsEvent<InteractionVerb>>(AddOpenUIVerbs);
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@@ -65,7 +65,7 @@ namespace Content.Server.Disposal.Tube
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args.Verbs.Add(verb);
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}
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private void OnRelayMovement(EntityUid uid, DisposalTubeComponent component, RelayMovementEntityEvent args)
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private void OnRelayMovement(EntityUid uid, DisposalTubeComponent component, ref ContainerRelayMovementEntityEvent args)
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{
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if (_gameTiming.CurTime < component.LastClang + DisposalTubeComponent.ClangDelay)
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{
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