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

@@ -145,7 +145,7 @@ namespace Content.Server.Zombies
_popupSystem.PopupEntity(Loc.GetString("zombie-transform", ("target", target)), target, Filter.Pvs(target));
//Make it sentient if it's an animal or something
if (!HasComp<SharedDummyInputMoverComponent>(target)) //this component is cursed and fucks shit up
if (!HasComp<InputMoverComponent>(target)) //this component is cursed and fucks shit up
MakeSentientCommand.MakeSentient(target, EntityManager);
//Make the zombie not die in the cold. Good for space zombies