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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@@ -75,7 +75,7 @@ namespace Content.Server.Medical.CrewMonitoring
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// the monitor. But in the special case where the monitor IS a player (i.e., admin ghost), we base it off
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// the players eye rotation. We don't know what that is for sure, but we know their last grid angle, which
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// should work well enough?
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if (TryComp(uid, out IMoverComponent? mover))
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if (TryComp(uid, out InputMoverComponent? mover))
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worldRot = mover.LastGridAngle;
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else if (_mapManager.TryGetGrid(xform.GridUid, out var grid))
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worldRot = grid.WorldRotation;
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