@@ -13,7 +13,6 @@ using Robust.Shared.GameObjects;
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using Robust.Shared.Localization;
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using Robust.Shared.Log;
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using Robust.Shared.Maths;
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using Robust.Shared.Physics;
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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@@ -165,11 +164,9 @@ namespace Content.Server.GameObjects.Components.Movement
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var result = await EntitySystem.Get<DoAfterSystem>().DoAfter(doAfterEventArgs);
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if (result != DoAfterStatus.Cancelled && entityToMove.TryGetComponent(out PhysicsComponent body) && body.Fixtures.Count >= 1)
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if (result != DoAfterStatus.Cancelled && entityToMove.TryGetComponent(out IPhysicsComponent body) && body.PhysicsShapes.Count >= 1)
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{
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var entityPos = entityToMove.Transform.WorldPosition;
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var direction = (Owner.Transform.WorldPosition - entityPos).Normalized;
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var direction = (Owner.Transform.WorldPosition - entityToMove.Transform.WorldPosition).Normalized;
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var endPoint = Owner.Transform.WorldPosition;
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var climbMode = entityToMove.GetComponent<ClimbingComponent>();
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@@ -177,14 +174,14 @@ namespace Content.Server.GameObjects.Components.Movement
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if (MathF.Abs(direction.X) < 0.6f) // user climbed mostly vertically so lets make it a clean straight line
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{
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endPoint = new Vector2(entityPos.X, endPoint.Y);
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endPoint = new Vector2(entityToMove.Transform.WorldPosition.X, endPoint.Y);
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}
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else if (MathF.Abs(direction.Y) < 0.6f) // user climbed mostly horizontally so lets make it a clean straight line
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{
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endPoint = new Vector2(endPoint.X, entityPos.Y);
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endPoint = new Vector2(endPoint.X, entityToMove.Transform.WorldPosition.Y);
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}
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climbMode.TryMoveTo(entityPos, endPoint);
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climbMode.TryMoveTo(entityToMove.Transform.WorldPosition, endPoint);
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// we may potentially need additional logic since we're forcing a player onto a climbable
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// there's also the cases where the user might collide with the person they are forcing onto the climbable that i haven't accounted for
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@@ -212,12 +209,9 @@ namespace Content.Server.GameObjects.Components.Movement
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var result = await EntitySystem.Get<DoAfterSystem>().DoAfter(doAfterEventArgs);
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if (result != DoAfterStatus.Cancelled && user.TryGetComponent(out PhysicsComponent body) && body.Fixtures.Count >= 1)
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if (result != DoAfterStatus.Cancelled && user.TryGetComponent(out IPhysicsComponent body) && body.PhysicsShapes.Count >= 1)
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{
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// TODO: Remove the copy-paste code
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var userPos = user.Transform.WorldPosition;
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var direction = (Owner.Transform.WorldPosition - userPos).Normalized;
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var direction = (Owner.Transform.WorldPosition - user.Transform.WorldPosition).Normalized;
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var endPoint = Owner.Transform.WorldPosition;
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var climbMode = user.GetComponent<ClimbingComponent>();
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@@ -232,7 +226,7 @@ namespace Content.Server.GameObjects.Components.Movement
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endPoint = new Vector2(endPoint.X, user.Transform.WorldPosition.Y);
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}
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climbMode.TryMoveTo(userPos, endPoint);
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climbMode.TryMoveTo(user.Transform.WorldPosition, endPoint);
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var othersMessage = Loc.GetString("{0:theName} jumps onto {1:theName}!", user, Owner);
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user.PopupMessageOtherClients(othersMessage);
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Reference in New Issue
Block a user