changing accumulators to timespan targets (#12407)
* changing accumulators to timespan targets * Update Content.Server/Abilities/Mime/MimePowersSystem.cs Co-authored-by: 0x6273 <0x40@keemail.me> * Update MimePowersSystem.cs * serializing timespans and adding pausetime where applicable * remove nullable Co-authored-by: CommieFlowers <rasmus.cedergren@hotmail.com> Co-authored-by: 0x6273 <0x40@keemail.me>
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@@ -3,12 +3,14 @@ using Content.Server.Atmos.EntitySystems;
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using Content.Shared.Movement.Components;
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using Content.Shared.Movement.Systems;
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using Robust.Shared.Collections;
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using Robust.Shared.Timing;
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namespace Content.Server.Movement.Systems;
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public sealed class JetpackSystem : SharedJetpackSystem
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{
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[Dependency] private readonly GasTankSystem _gasTank = default!;
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[Dependency] private readonly IGameTiming _timing = default!;
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private const float UpdateCooldown = 0.5f;
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@@ -25,10 +27,9 @@ public sealed class JetpackSystem : SharedJetpackSystem
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foreach (var (active, comp, gasTank) in EntityQuery<ActiveJetpackComponent, JetpackComponent, GasTankComponent>())
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{
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active.Accumulator += frameTime;
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if (active.Accumulator < UpdateCooldown) continue;
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if (_timing.CurTime < active.TargetTime) continue;
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active.Accumulator -= UpdateCooldown;
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active.TargetTime = _timing.CurTime + TimeSpan.FromSeconds(active.EffectCooldown);
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var air = _gasTank.RemoveAir(gasTank, comp.MoleUsage);
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if (air == null || !MathHelper.CloseTo(air.TotalMoles, comp.MoleUsage, 0.001f))
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