Ice anomaly spawns ice underneath it (#21227)
* added TileAnomalySystem to AnomalyIce * added FloorIce for station * created ice crust entity to spawn under ice anomaly * update draw depth for ice crust * uh oh, added ice-sliding but at what cost * resolved mispredicts * updated sprite alpha, removed appearance component (not used) * fixed function not reflecting event name, left datafield attributes blank, added one comment about saving data (?) --------- Co-authored-by: Yurii Kis <yurii.kis@smartteksas.com>
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@@ -25,7 +25,7 @@ namespace Content.Shared.Movement.Systems
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move.WalkSpeedModifier = ev.WalkSpeedModifier;
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move.SprintSpeedModifier = ev.SprintSpeedModifier;
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Dirty(move);
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Dirty(uid, move);
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}
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public void ChangeBaseSpeed(EntityUid uid, float baseWalkSpeed, float baseSprintSpeed, float acceleration, MovementSpeedModifierComponent? move = null)
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@@ -36,7 +36,19 @@ namespace Content.Shared.Movement.Systems
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move.BaseWalkSpeed = baseWalkSpeed;
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move.BaseSprintSpeed = baseSprintSpeed;
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move.Acceleration = acceleration;
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Dirty(move);
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Dirty(uid, move);
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}
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// We might want to create separate RefreshMovementFrictionModifiersEvent and RefreshMovementFrictionModifiers function that will call it
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public void ChangeFriction(EntityUid uid, float friction, float? frictionNoInput, float acceleration, MovementSpeedModifierComponent? move = null)
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{
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if (!Resolve(uid, ref move, false))
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return;
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move.Friction = friction;
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move.FrictionNoInput = frictionNoInput;
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move.Acceleration = acceleration;
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Dirty(uid, move);
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}
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}
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