The real movement refactor (#9645)
* The real movement refactor * ref events * Jetpack cleanup * a * Vehicles partially working * Balance tweaks * Restore some shitcode * AAAAAAAA * Even more prediction * ECS compstate trying to fix this * yml * vehicles kill me * Don't lock keys * a * Fix problem * Fix sounds * shuttle inputs * Shuttle controls * space brakes * Keybinds * Fix merge * Handle shutdown * Fix keys * Bump friction * fix buckle offset * Fix relay and friction * Fix jetpack turning * contexts amirite
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@@ -14,12 +14,13 @@ namespace Content.Client.Vehicle
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if (args.Sprite == null)
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return;
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/// First check is for the sprite itself
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// First check is for the sprite itself
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if (args.Component.TryGetData(VehicleVisuals.DrawDepth, out int drawDepth))
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{
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args.Sprite.DrawDepth = drawDepth;
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}
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/// Set vehicle layer to animated or not (i.e. are the wheels turning or not)
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// Set vehicle layer to animated or not (i.e. are the wheels turning or not)
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if (args.Component.TryGetData(VehicleVisuals.AutoAnimate, out bool autoAnimate))
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{
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args.Sprite.LayerSetAutoAnimated(VehicleVisualLayers.AutoAnimate, autoAnimate);
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