* Movement acceleration

* tweaks

* Weightless refactor coz fuck it

* CCVars

* weightless movement tweaks

* Some cleanup while I'm here

* dorkpacks

* thanks fork

* fixes

* zoomies

* toggles

* hmm

* yamls

* b

* so true

* Effects refactor

* namespace

* review
This commit is contained in:
metalgearsloth
2022-06-24 17:44:30 +10:00
committed by GitHub
parent 271d34f005
commit 2b6c352aff
107 changed files with 1197 additions and 206 deletions

View File

@@ -0,0 +1,56 @@
using Content.Shared.CCVar;
using Content.Shared.Movement.Components;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Dynamics;
namespace Content.Shared.Movement.Systems;
public abstract partial class SharedMoverController
{
private bool _pushingEnabled;
private void InitializePushing()
{
_configManager.OnValueChanged(CCVars.MobPushing, SetPushing, true);
}
private void SetPushing(bool value)
{
if (_pushingEnabled == value) return;
_pushingEnabled = value;
if (_pushingEnabled)
{
_physics.KinematicControllerCollision += OnMobCollision;
}
else
{
_physics.KinematicControllerCollision -= OnMobCollision;
}
}
private void ShutdownPushing()
{
if (_pushingEnabled)
_physics.KinematicControllerCollision -= OnMobCollision;
_configManager.UnsubValueChanged(CCVars.MobPushing, SetPushing);
}
/// <summary>
/// Fake pushing for player collisions.
/// </summary>
private void OnMobCollision(Fixture ourFixture, Fixture otherFixture, float frameTime, Vector2 worldNormal)
{
if (!_pushingEnabled) return;
var otherBody = otherFixture.Body;
if (otherBody.BodyType != BodyType.Dynamic || !otherFixture.Hard) return;
if (!EntityManager.TryGetComponent(ourFixture.Body.Owner, out IMobMoverComponent? mobMover) || worldNormal == Vector2.Zero) return;
otherBody.ApplyLinearImpulse(-worldNormal * mobMover.PushStrength * frameTime);
}
}