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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namespace Content.Shared.Movement.Events
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{
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/// <summary>
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/// Raised on an entity's parent when it has movement inputs while in a container.
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/// </summary>
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[ByRefEvent]
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public readonly struct ContainerRelayMovementEntityEvent
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{
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public readonly EntityUid Entity;
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public ContainerRelayMovementEntityEvent(EntityUid entity)
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{
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Entity = entity;
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}
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}
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}
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17
Content.Shared/Movement/Events/MoveInputEvent.cs
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17
Content.Shared/Movement/Events/MoveInputEvent.cs
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using Robust.Shared.Players;
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namespace Content.Shared.Movement.Events;
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/// <summary>
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/// Raised on an entity whenever it has a movement input.
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/// </summary>
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[ByRefEvent]
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public readonly struct MoveInputEvent
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{
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public readonly EntityUid Entity;
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public MoveInputEvent(EntityUid entity)
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{
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Entity = entity;
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}
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}
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@@ -1,13 +0,0 @@
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using Robust.Shared.Players;
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namespace Content.Shared.Movement.Events;
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public sealed class RelayMoveInputEvent : EntityEventArgs
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{
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public ICommonSession Session { get; }
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public RelayMoveInputEvent(ICommonSession session)
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{
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Session = session;
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}
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}
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@@ -1,12 +0,0 @@
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namespace Content.Shared.Movement.Events
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{
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public sealed class RelayMovementEntityEvent : EntityEventArgs
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{
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public EntityUid Entity { get; }
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public RelayMovementEntityEvent(EntityUid entity)
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{
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Entity = entity;
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}
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}
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}
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