Fix 3000 errors

This commit is contained in:
DrSmugleaf
2021-12-05 18:09:01 +01:00
parent 2bfec7ec62
commit 2a3b7d809d
569 changed files with 2979 additions and 3280 deletions

View File

@@ -17,10 +17,12 @@ namespace Content.Client.Physics.Controllers
{
base.UpdateBeforeSolve(prediction, frameTime);
var player = _playerManager.LocalPlayer?.ControlledEntity;
if (player == null ||
!IoCManager.Resolve<IEntityManager>().TryGetComponent(player, out IMoverComponent? mover) ||
!IoCManager.Resolve<IEntityManager>().TryGetComponent(player, out PhysicsComponent? body)) return;
if (_playerManager.LocalPlayer?.ControlledEntity is not {Valid: true} player ||
!EntityManager.TryGetComponent(player, out IMoverComponent? mover) ||
!EntityManager.TryGetComponent(player, out PhysicsComponent? body))
{
return;
}
// Essentially we only want to set our mob to predicted so every other entity we just interpolate
// (i.e. only see what the server has sent us).
@@ -30,7 +32,7 @@ namespace Content.Client.Physics.Controllers
// We set joints to predicted given these can affect how our mob moves.
// I would only recommend disabling this if you make pulling not use joints anymore (someday maybe?)
if (IoCManager.Resolve<IEntityManager>().TryGetComponent(player, out JointComponent? jointComponent))
if (EntityManager.TryGetComponent(player, out JointComponent? jointComponent))
{
foreach (var joint in jointComponent.GetJoints)
{
@@ -40,10 +42,10 @@ namespace Content.Client.Physics.Controllers
}
// If we're being pulled then we won't predict anything and will receive server lerps so it looks way smoother.
if (IoCManager.Resolve<IEntityManager>().TryGetComponent(player, out SharedPullableComponent? pullableComp))
if (EntityManager.TryGetComponent(player, out SharedPullableComponent? pullableComp))
{
var puller = pullableComp.Puller;
if (puller != null && IoCManager.Resolve<IEntityManager>().TryGetComponent<PhysicsComponent?>(puller, out var pullerBody))
if (puller != default && EntityManager.TryGetComponent<PhysicsComponent?>(puller, out var pullerBody))
{
pullerBody.Predict = false;
body.Predict = false;
@@ -51,20 +53,20 @@ namespace Content.Client.Physics.Controllers
}
// If we're pulling a mob then make sure that isn't predicted so it doesn't fuck our velocity up.
if (IoCManager.Resolve<IEntityManager>().TryGetComponent(player, out SharedPullerComponent? pullerComp))
if (EntityManager.TryGetComponent(player, out SharedPullerComponent? pullerComp))
{
var pulling = pullerComp.Pulling;
if (pulling != null &&
IoCManager.Resolve<IEntityManager>().HasComponent<MobStateComponent>(pulling) &&
IoCManager.Resolve<IEntityManager>().TryGetComponent(pulling, out PhysicsComponent? pullingBody))
if (pulling != default &&
EntityManager.HasComponent<MobStateComponent>(pulling) &&
EntityManager.TryGetComponent(pulling, out PhysicsComponent? pullingBody))
{
pullingBody.Predict = false;
}
}
// Server-side should just be handled on its own so we'll just do this shizznit
if (IoCManager.Resolve<IEntityManager>().TryGetComponent(player, out IMobMoverComponent? mobMover))
if (EntityManager.TryGetComponent(player, out IMobMoverComponent? mobMover))
{
HandleMobMovement(mover, body, mobMover);
return;