Mouse rotator system (#19267)
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
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@@ -44,7 +44,7 @@ namespace Content.Shared.Interaction
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if (Math.Abs(rotationDiff) > maxRotate)
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{
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var goalTheta = worldRot + Math.Sign(rotationDiff) * maxRotate;
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_transform.SetWorldRotation(xform, goalTheta);
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TryFaceAngle(uid, goalTheta, xform);
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rotationDiff = (goalRotation - goalTheta);
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if (Math.Abs(rotationDiff) > tolerance)
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@@ -55,11 +55,11 @@ namespace Content.Shared.Interaction
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return true;
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}
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_transform.SetWorldRotation(xform, goalRotation);
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TryFaceAngle(uid, goalRotation, xform);
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}
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else
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{
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_transform.SetWorldRotation(xform, goalRotation);
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TryFaceAngle(uid, goalRotation, xform);
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}
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return true;
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@@ -85,7 +85,7 @@ namespace Content.Shared.Interaction
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if (!Resolve(user, ref xform))
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return false;
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xform.WorldRotation = diffAngle;
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_transform.SetWorldRotation(xform, diffAngle);
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return true;
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}
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@@ -101,7 +101,7 @@ namespace Content.Shared.Interaction
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// (Since the user being buckled to it holds it down with their weight.)
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// This is logically equivalent to RotateWhileAnchored.
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// Barstools and office chairs have independent wheels, while regular chairs don't.
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Transform(rotatable.Owner).WorldRotation = diffAngle;
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_transform.SetWorldRotation(Transform(suid.Value), diffAngle);
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return true;
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}
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}
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