Add client pulling prediction (#2041)
* WIP changes * Merge conflict fixes * Bring pull controlelr to current year * Sync and predict PullController on the client * Clean imports * Slow down pullers and make pulling tighter * Stop pulls on pullable or puller component removals * Make pulling not occur when moving towards the pulled entity
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@@ -5,8 +5,11 @@ using Content.Server.GameObjects.Components.Buckle;
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using Content.Server.GameObjects.Components.GUI;
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using Content.Server.GameObjects.Components.Movement;
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using Content.Shared.GameObjects.Components.Mobs;
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using Content.Shared.GameObjects.Components.Pulling;
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using Content.Shared.GameObjects.EntitySystems;
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using Content.Shared.Interfaces;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Interfaces.Network;
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using Robust.Shared.Players;
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using Robust.Shared.ViewVariables;
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@@ -25,7 +28,7 @@ namespace Content.Server.GameObjects.Components.Mobs
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return new StatusEffectComponentState(_statusEffects);
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}
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public void ChangeStatusEffectIcon(StatusEffect effect, string icon)
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public override void ChangeStatusEffectIcon(StatusEffect effect, string icon)
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{
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if (_statusEffects.TryGetValue(effect, out var value) && value.Icon == icon)
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{
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@@ -60,7 +63,7 @@ namespace Content.Server.GameObjects.Components.Mobs
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Dirty();
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}
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public void RemoveStatusEffect(StatusEffect effect)
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public override void RemoveStatusEffect(StatusEffect effect)
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{
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if (!_statusEffects.Remove(effect))
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{
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@@ -106,19 +109,19 @@ namespace Content.Server.GameObjects.Components.Mobs
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controller.RemoveController();
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break;
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case StatusEffect.Pulling:
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if (!player.TryGetComponent(out HandsComponent hands))
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break;
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EntitySystem
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.Get<SharedPullingSystem>()
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.GetPulled(player)?
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.GetComponentOrNull<SharedPullableComponent>()?
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.TryStopPull();
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hands.StopPull();
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break;
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case StatusEffect.Fire:
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if (!player.TryGetComponent(out FlammableComponent flammable))
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break;
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flammable.Resist();
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break;
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default:
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player.PopupMessage(msg.Effect.ToString());
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break;
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