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