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
This commit is contained in:
@@ -53,7 +53,7 @@ namespace Content.Server.Disposal.Unit.EntitySystems
|
||||
// Shouldn't need re-anchoring.
|
||||
SubscribeLocalEvent<DisposalUnitComponent, AnchorStateChangedEvent>(OnAnchorChanged);
|
||||
// TODO: Predict me when hands predicted
|
||||
SubscribeLocalEvent<DisposalUnitComponent, RelayMovementEntityEvent>(HandleMovement);
|
||||
SubscribeLocalEvent<DisposalUnitComponent, ContainerRelayMovementEntityEvent>(HandleMovement);
|
||||
SubscribeLocalEvent<DisposalUnitComponent, PowerChangedEvent>(HandlePowerChange);
|
||||
|
||||
// Component lifetime
|
||||
@@ -376,7 +376,7 @@ namespace Content.Server.Disposal.Unit.EntitySystems
|
||||
}
|
||||
}
|
||||
|
||||
private void HandleMovement(EntityUid uid, DisposalUnitComponent component, RelayMovementEntityEvent args)
|
||||
private void HandleMovement(EntityUid uid, DisposalUnitComponent component, ref ContainerRelayMovementEntityEvent args)
|
||||
{
|
||||
var currentTime = GameTiming.CurTime;
|
||||
|
||||
|
||||
Reference in New Issue
Block a user