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

@@ -13,6 +13,8 @@ namespace Content.Shared.Buckle
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<SharedStrapComponent, RotateEvent>(OnStrapRotate);
SubscribeLocalEvent<SharedBuckleComponent, PreventCollideEvent>(PreventCollision);
SubscribeLocalEvent<SharedBuckleComponent, DownAttemptEvent>(HandleDown);
SubscribeLocalEvent<SharedBuckleComponent, StandAttemptEvent>(HandleStand);
@@ -21,6 +23,23 @@ namespace Content.Shared.Buckle
SubscribeLocalEvent<SharedBuckleComponent, ChangeDirectionAttemptEvent>(OnBuckleChangeDirectionAttempt);
}
private void OnStrapRotate(EntityUid uid, SharedStrapComponent component, ref RotateEvent args)
{
// TODO: This looks dirty af.
// On rotation of a strap, reattach all buckled entities.
// This fixes buckle offsets and draw depths.
foreach (var buckledEntity in component.BuckledEntities)
{
if (!EntityManager.TryGetComponent(buckledEntity, out SharedBuckleComponent? buckled))
{
continue;
}
buckled.ReAttach(component);
Dirty(buckled);
}
}
private void OnBuckleChangeDirectionAttempt(EntityUid uid, SharedBuckleComponent component, ChangeDirectionAttemptEvent args)
{
if (component.Buckled)