MovementSpeedModifierComponent (#721)
* movement modifier system * update default exposedata values * changing base speed marks as dirty * formatting * movement speed modifier component * Moves slowdown component to the prototype AIController respects slowdown * reset dirty flag
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@@ -90,7 +90,7 @@ namespace Content.Server.GameObjects.EntitySystems
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private static void PlayerDetached(PlayerDetachedSystemMessage ev)
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{
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if(ev.Entity.HasComponent<PlayerInputMoverComponent>())
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if (ev.Entity.HasComponent<PlayerInputMoverComponent>())
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{
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ev.Entity.RemoveComponent<PlayerInputMoverComponent>();
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}
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@@ -136,7 +136,7 @@ namespace Content.Server.GameObjects.EntitySystems
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}
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else
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{
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physics.LinearVelocity = mover.VelocityDir * (mover.Sprinting ? mover.SprintMoveSpeed : mover.WalkMoveSpeed);
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physics.LinearVelocity = mover.VelocityDir * (mover.Sprinting ? mover.CurrentSprintSpeed : mover.CurrentWalkSpeed);
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transform.LocalRotation = mover.VelocityDir.GetDir().ToAngle();
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// Handle footsteps.
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@@ -177,7 +177,7 @@ namespace Content.Server.GameObjects.EntitySystems
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private static void HandleDirChange(ICommonSession session, Direction dir, bool state)
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{
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if(!TryGetAttachedComponent(session as IPlayerSession, out IMoverComponent moverComp))
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if (!TryGetAttachedComponent(session as IPlayerSession, out IMoverComponent moverComp))
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return;
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moverComp.SetVelocityDirection(dir, state);
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@@ -185,14 +185,14 @@ namespace Content.Server.GameObjects.EntitySystems
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private static void HandleRunChange(ICommonSession session, bool running)
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{
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if(!TryGetAttachedComponent(session as IPlayerSession, out PlayerInputMoverComponent moverComp))
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if (!TryGetAttachedComponent(session as IPlayerSession, out PlayerInputMoverComponent moverComp))
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return;
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moverComp.Sprinting = running;
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}
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private static bool TryGetAttachedComponent<T>(IPlayerSession session, out T component)
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where T: IComponent
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where T : IComponent
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{
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component = default;
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