Set mover velocity via system (#6288)
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@@ -19,9 +19,9 @@ namespace Content.Client.Physics.Controllers
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base.UpdateBeforeSolve(prediction, frameTime);
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if (_playerManager.LocalPlayer?.ControlledEntity is not {Valid: true} player ||
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!EntityManager.TryGetComponent(player, out IMoverComponent? mover) ||
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!EntityManager.TryGetComponent(player, out PhysicsComponent? body) ||
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!EntityManager.TryGetComponent(player, out TransformComponent? xform))
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!TryComp(player, out IMoverComponent? mover) ||
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!TryComp(player, out PhysicsComponent? body) ||
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!TryComp(player, out TransformComponent? xform))
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{
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return;
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}
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@@ -37,7 +37,7 @@ namespace Content.Client.Physics.Controllers
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// We set joints to predicted given these can affect how our mob moves.
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// I would only recommend disabling this if you make pulling not use joints anymore (someday maybe?)
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if (EntityManager.TryGetComponent(player, out JointComponent? jointComponent))
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if (TryComp(player, out JointComponent? jointComponent))
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{
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foreach (var joint in jointComponent.GetJoints)
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{
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@@ -47,9 +47,9 @@ namespace Content.Client.Physics.Controllers
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}
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// If we're being pulled then we won't predict anything and will receive server lerps so it looks way smoother.
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if (EntityManager.TryGetComponent(player, out SharedPullableComponent? pullableComp))
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if (TryComp(player, out SharedPullableComponent? pullableComp))
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{
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if (pullableComp.Puller is {Valid: true} puller && EntityManager.TryGetComponent<PhysicsComponent?>(puller, out var pullerBody))
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if (pullableComp.Puller is {Valid: true} puller && TryComp<PhysicsComponent?>(puller, out var pullerBody))
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{
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pullerBody.Predict = false;
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body.Predict = false;
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@@ -57,20 +57,20 @@ namespace Content.Client.Physics.Controllers
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}
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// If we're pulling a mob then make sure that isn't predicted so it doesn't fuck our velocity up.
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if (EntityManager.TryGetComponent(player, out SharedPullerComponent? pullerComp))
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if (TryComp(player, out SharedPullerComponent? pullerComp))
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{
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if (pullerComp.Pulling is {Valid: true} pulling &&
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EntityManager.HasComponent<MobStateComponent>(pulling) &&
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EntityManager.TryGetComponent(pulling, out PhysicsComponent? pullingBody))
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HasComp<MobStateComponent>(pulling) &&
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TryComp(pulling, out PhysicsComponent? pullingBody))
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{
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pullingBody.Predict = false;
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}
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}
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// Server-side should just be handled on its own so we'll just do this shizznit
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if (EntityManager.TryGetComponent(player, out IMobMoverComponent? mobMover))
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if (TryComp(player, out IMobMoverComponent? mobMover))
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{
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HandleMobMovement(mover, body, mobMover);
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HandleMobMovement(mover, body, mobMover, xform);
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return;
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}
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