Jetpacks (#9023)
* 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
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using Content.Shared.Spawners.Components;
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using Robust.Shared.Timing;
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namespace Content.Shared.Spawners.EntitySystems;
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public abstract class SharedTimedDespawnSystem : EntitySystem
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{
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[Dependency] private readonly IGameTiming _timing = default!;
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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if (!_timing.IsFirstTimePredicted) return;
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foreach (var comp in EntityQuery<TimedDespawnComponent>())
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{
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if (!CanDelete(comp.Owner)) continue;
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comp.Lifetime -= frameTime;
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if (comp.Lifetime <= 0)
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EntityManager.QueueDeleteEntity(comp.Owner);
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}
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}
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protected abstract bool CanDelete(EntityUid uid);
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}
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