Content changes for engine RotateEvent removal PR (#11448)
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@@ -17,7 +17,7 @@ namespace Content.Shared.Buckle
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<SharedStrapComponent, RotateEvent>(OnStrapRotate);
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SubscribeLocalEvent<SharedStrapComponent, MoveEvent>(OnStrapRotate);
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SubscribeLocalEvent<SharedBuckleComponent, PreventCollideEvent>(PreventCollision);
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SubscribeLocalEvent<SharedBuckleComponent, DownAttemptEvent>(HandleDown);
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@@ -27,12 +27,13 @@ namespace Content.Shared.Buckle
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SubscribeLocalEvent<SharedBuckleComponent, ChangeDirectionAttemptEvent>(OnBuckleChangeDirectionAttempt);
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}
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private void OnStrapRotate(EntityUid uid, SharedStrapComponent component, ref RotateEvent args)
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private void OnStrapRotate(EntityUid uid, SharedStrapComponent component, ref MoveEvent args)
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{
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// TODO: This looks dirty af.
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// On rotation of a strap, reattach all buckled entities.
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// This fixes buckle offsets and draw depths.
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// This is mega cursed. Please somebody save me from Mr Buckle's wild ride.
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// Oh god I'm back here again. Send help.
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// Consider a chair that has a player strapped to it. Then the client receives a new server state, showing
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// that the player entity has moved elsewhere, and the chair has rotated. If the client applies the player
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@@ -43,7 +44,7 @@ namespace Content.Shared.Buckle
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// One option is to just never trigger re-buckles during state application.
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// another is to.. just not do this? Like wtf is this code. But I CBF with buckle atm.
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if (GameTiming.ApplyingState)
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if (GameTiming.ApplyingState || args.NewRotation == args.OldRotation)
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return;
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foreach (var buckledEntity in component.BuckledEntities)
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