Moony z level hack (#15031)
* save work * Adds Z levels * a * ladders + parallax scroll * zoom out not in * oops, sandbox * oops i broke the law * run ci * fuck --------- Co-authored-by: moonheart08 <moonheart08@users.noreply.github.com>
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@@ -1,5 +1,7 @@
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using System.Linq;
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using Content.Client.UserInterface.Controls;
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using Content.Client.UserInterface.Systems.Gameplay;
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using Content.Shared._Afterlight.ThirdDimension;
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using Content.Shared.CCVar;
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using Robust.Client.GameObjects;
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using Robust.Client.Graphics;
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@@ -77,16 +79,28 @@ public sealed class ViewportUIController : UIController
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base.FrameUpdate(e);
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Viewport.Viewport.Eye = _eyeManager.CurrentEye;
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// verify that the current eye is not "null". Fuck IEyeManager.
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var ent = _playerMan.LocalPlayer?.ControlledEntity;
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if (_entMan.TryGetComponent(ent, out ZViewComponent? view))
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{
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Viewport.Viewport.LowerEyes = view.DownViewEnts.Select(x =>
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{
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var eye = _entMan.GetComponent<EyeComponent>(x);
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eye.Rotation = _eyeManager.CurrentEye.Rotation;
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eye.DrawFov = false; // We're z leveling, no FoV.
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return eye.Eye!;
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}).ToArray();
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}
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if (_eyeManager.CurrentEye.Position != default || ent == null)
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return;
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_entMan.TryGetComponent(ent, out EyeComponent? eye);
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if (eye?.Eye == _eyeManager.CurrentEye
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&& _entMan.GetComponent<TransformComponent>(ent.Value).WorldPosition == default)
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return; // nothing to worry about, the player is just in null space... actually that is probably a problem?
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