Revert "Multi-threaded mob movement" (#12809)

This commit is contained in:
metalgearsloth
2022-11-30 12:39:02 +11:00
committed by GitHub
parent c86170303d
commit 4f6ead57bf
5 changed files with 105 additions and 242 deletions

View File

@@ -1,14 +1,11 @@
using Content.Shared.Inventory;
using Content.Shared.Movement.Components;
using Content.Shared.Movement.Systems;
using Content.Shared.Pulling.Components;
using Robust.Client.GameObjects;
using Robust.Client.Player;
using Robust.Shared.Containers;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Components;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
namespace Content.Client.Physics.Controllers
{
@@ -137,30 +134,8 @@ namespace Content.Client.Physics.Controllers
}
}
var mobQuery = GetEntityQuery<MobMoverComponent>();
var inventoryQuery = GetEntityQuery<InventoryComponent>();
var containerQuery = GetEntityQuery<ContainerManagerComponent>();
var footQuery = GetEntityQuery<FootstepModifierComponent>();
DebugTools.Assert(!UsedMobMovement.ContainsKey(mover.Owner));
// Server-side should just be handled on its own so we'll just do this shizznit
HandleMobMovement(mover, body, xformMover, frameTime, xformQuery, mobQuery, inventoryQuery, containerQuery, footQuery, out var dirtyMover, out var linearVelocity, out var sound, out var audio);
MetaDataComponent? metadata = null;
if (dirtyMover)
{
Dirty(mover, metadata);
}
if (linearVelocity != null)
{
PhysicsSystem.SetLinearVelocity(body, linearVelocity.Value, false);
PhysicsSystem.SetAngularVelocity(body, 0f, false);
Dirty(body, metadata);
}
Audio.PlayPredicted(sound, mover.Owner, mover.Owner, audio);
HandleMobMovement(mover, body, xformMover, frameTime, xformQuery);
}
protected override bool CanSound()