Pulling rework (#20906)
* Pulling rework Fixing up the FOUR systems managing pulling, all the shitcode, and also making it nicer ingame. * More pulling cleanup * stats * More cleanup * First draft * More pulling * weh * Fix puller * Pulling working * Fix merge * Dunked * Self-merge time
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@@ -1,6 +1,7 @@
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using Content.Shared.Movement.Components;
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using Content.Shared.Movement.Pulling.Components;
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using Content.Shared.Movement.Systems;
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using Content.Shared.Pulling.Components;
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using Robust.Client.GameObjects;
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using Robust.Client.Physics;
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using Robust.Client.Player;
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using Robust.Shared.Physics.Components;
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@@ -24,7 +25,7 @@ namespace Content.Client.Physics.Controllers
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SubscribeLocalEvent<InputMoverComponent, UpdateIsPredictedEvent>(OnUpdatePredicted);
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SubscribeLocalEvent<MovementRelayTargetComponent, UpdateIsPredictedEvent>(OnUpdateRelayTargetPredicted);
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SubscribeLocalEvent<SharedPullableComponent, UpdateIsPredictedEvent>(OnUpdatePullablePredicted);
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SubscribeLocalEvent<PullableComponent, UpdateIsPredictedEvent>(OnUpdatePullablePredicted);
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}
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private void OnUpdatePredicted(EntityUid uid, InputMoverComponent component, ref UpdateIsPredictedEvent args)
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@@ -40,7 +41,7 @@ namespace Content.Client.Physics.Controllers
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args.IsPredicted = true;
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}
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private void OnUpdatePullablePredicted(EntityUid uid, SharedPullableComponent component, ref UpdateIsPredictedEvent args)
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private void OnUpdatePullablePredicted(EntityUid uid, PullableComponent component, ref UpdateIsPredictedEvent args)
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{
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// Enable prediction if an entity is being pulled by the player.
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// Disable prediction if an entity is being pulled by some non-player entity.
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