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
This commit is contained in:
metalgearsloth
2022-07-16 13:51:52 +10:00
committed by GitHub
parent e0b7b48cae
commit b9e876ca92
109 changed files with 1752 additions and 1584 deletions

View File

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