Add a Walking alert (#32954)

* Initial commit

* Review feedback changes

* ProtoId

* TempCommit

* First attempt to have client alerts

* Review changes
This commit is contained in:
SlamBamActionman
2024-11-09 01:28:24 +01:00
committed by GitHub
parent b9685850fa
commit 1e368ae300
9 changed files with 85 additions and 10 deletions

View File

@@ -1,4 +1,5 @@
using System.Numerics;
using Content.Shared.Alert;
using Content.Shared.CCVar;
using Content.Shared.Follower.Components;
using Content.Shared.Input;
@@ -8,6 +9,7 @@ using Robust.Shared.GameStates;
using Robust.Shared.Input;
using Robust.Shared.Input.Binding;
using Robust.Shared.Player;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
@@ -21,6 +23,8 @@ namespace Content.Shared.Movement.Systems
{
public bool CameraRotationLocked { get; set; }
public static ProtoId<AlertPrototype> WalkingAlert = "Walking";
private void InitializeInput()
{
var moveUpCmdHandler = new MoverDirInputCmdHandler(this, Direction.North);
@@ -460,7 +464,7 @@ namespace Content.Shared.Movement.Systems
component.LastInputSubTick = 0;
}
public void SetSprinting(Entity<InputMoverComponent> entity, ushort subTick, bool walking)
public virtual void SetSprinting(Entity<InputMoverComponent> entity, ushort subTick, bool walking)
{
// Logger.Info($"[{_gameTiming.CurTick}/{subTick}] Sprint: {enabled}");