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:
metalgearsloth
2022-07-16 13:51:52 +10:00
committed by GitHub
parent e0b7b48cae
commit b9e876ca92
109 changed files with 1752 additions and 1584 deletions

View File

@@ -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;