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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@@ -9,7 +9,6 @@ using Content.Shared.Maps;
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using Content.Shared.Mobs.Systems;
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using Content.Shared.Movement.Components;
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using Content.Shared.Movement.Events;
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using Content.Shared.Pulling.Components;
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using Content.Shared.Tag;
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using Robust.Shared.Audio;
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using Robust.Shared.Audio.Systems;
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@@ -23,6 +22,7 @@ using Robust.Shared.Physics.Controllers;
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using Robust.Shared.Physics.Systems;
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using Robust.Shared.Timing;
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using Robust.Shared.Utility;
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using PullableComponent = Content.Shared.Movement.Pulling.Components.PullableComponent;
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namespace Content.Shared.Movement.Systems
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{
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@@ -53,7 +53,7 @@ namespace Content.Shared.Movement.Systems
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protected EntityQuery<MovementSpeedModifierComponent> ModifierQuery;
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protected EntityQuery<PhysicsComponent> PhysicsQuery;
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protected EntityQuery<RelayInputMoverComponent> RelayQuery;
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protected EntityQuery<SharedPullableComponent> PullableQuery;
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protected EntityQuery<PullableComponent> PullableQuery;
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protected EntityQuery<TransformComponent> XformQuery;
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protected EntityQuery<CanMoveInAirComponent> CanMoveInAirQuery;
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protected EntityQuery<NoRotateOnMoveComponent> NoRotateQuery;
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@@ -85,7 +85,7 @@ namespace Content.Shared.Movement.Systems
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RelayTargetQuery = GetEntityQuery<MovementRelayTargetComponent>();
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PhysicsQuery = GetEntityQuery<PhysicsComponent>();
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RelayQuery = GetEntityQuery<RelayInputMoverComponent>();
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PullableQuery = GetEntityQuery<SharedPullableComponent>();
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PullableQuery = GetEntityQuery<PullableComponent>();
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XformQuery = GetEntityQuery<TransformComponent>();
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NoRotateQuery = GetEntityQuery<NoRotateOnMoveComponent>();
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CanMoveInAirQuery = GetEntityQuery<CanMoveInAirComponent>();
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@@ -381,7 +381,7 @@ namespace Content.Shared.Movement.Systems
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!otherCollider.CanCollide ||
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((collider.CollisionMask & otherCollider.CollisionLayer) == 0 &&
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(otherCollider.CollisionMask & collider.CollisionLayer) == 0) ||
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(TryComp(otherCollider.Owner, out SharedPullableComponent? pullable) && pullable.BeingPulled))
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(TryComp(otherCollider.Owner, out PullableComponent? pullable) && pullable.BeingPulled))
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{
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continue;
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}
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