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

@@ -22,13 +22,13 @@ public sealed class EscapeInventorySystem : EntitySystem
{
base.Initialize();
SubscribeLocalEvent<CanEscapeInventoryComponent, RelayMoveInputEvent>(OnRelayMovement);
SubscribeLocalEvent<CanEscapeInventoryComponent, MoveInputEvent>(OnRelayMovement);
SubscribeLocalEvent<CanEscapeInventoryComponent, UpdateCanMoveEvent>(OnMoveAttempt);
SubscribeLocalEvent<CanEscapeInventoryComponent, EscapeDoAfterComplete>(OnEscapeComplete);
SubscribeLocalEvent<CanEscapeInventoryComponent, EscapeDoAfterCancel>(OnEscapeFail);
}
private void OnRelayMovement(EntityUid uid, CanEscapeInventoryComponent component, RelayMoveInputEvent args)
private void OnRelayMovement(EntityUid uid, CanEscapeInventoryComponent component, ref MoveInputEvent args)
{
//Prevents the user from creating multiple DoAfters if they're already resisting.
if (component.IsResisting == true)