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