Add a Walking alert (#32954)
* Initial commit * Review feedback changes * ProtoId * TempCommit * First attempt to have client alerts * Review changes
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@@ -1,4 +1,5 @@
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using System.Numerics;
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using Content.Shared.Alert;
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using Content.Shared.CCVar;
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using Content.Shared.Follower.Components;
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using Content.Shared.Input;
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@@ -8,6 +9,7 @@ using Robust.Shared.GameStates;
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using Robust.Shared.Input;
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using Robust.Shared.Input.Binding;
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using Robust.Shared.Player;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization;
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using Robust.Shared.Timing;
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using Robust.Shared.Utility;
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@@ -21,6 +23,8 @@ namespace Content.Shared.Movement.Systems
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{
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public bool CameraRotationLocked { get; set; }
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public static ProtoId<AlertPrototype> WalkingAlert = "Walking";
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private void InitializeInput()
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{
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var moveUpCmdHandler = new MoverDirInputCmdHandler(this, Direction.North);
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@@ -460,7 +464,7 @@ namespace Content.Shared.Movement.Systems
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component.LastInputSubTick = 0;
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}
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public void SetSprinting(Entity<InputMoverComponent> entity, ushort subTick, bool walking)
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public virtual void SetSprinting(Entity<InputMoverComponent> entity, ushort subTick, bool walking)
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{
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// Logger.Info($"[{_gameTiming.CurTick}/{subTick}] Sprint: {enabled}");
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