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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@@ -44,13 +44,12 @@ namespace Content.Server.Mind.Commands
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public static void MakeSentient(EntityUid uid, IEntityManager entityManager)
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{
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if(entityManager.HasComponent<AiControllerComponent>(uid))
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entityManager.RemoveComponent<AiControllerComponent>(uid);
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entityManager.RemoveComponent<AiControllerComponent>(uid);
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entityManager.EnsureComponent<MindComponent>(uid);
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entityManager.EnsureComponent<SharedPlayerInputMoverComponent>(uid);
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entityManager.EnsureComponent<SharedPlayerMobMoverComponent>(uid);
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entityManager.EnsureComponent<InputMoverComponent>(uid);
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entityManager.EnsureComponent<MobMoverComponent>(uid);
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entityManager.EnsureComponent<MovementSpeedModifierComponent>(uid);
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entityManager.EnsureComponent<SharedSpeechComponent>(uid);
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entityManager.EnsureComponent<SharedEmotingComponent>(uid);
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entityManager.EnsureComponent<ExaminerComponent>(uid);
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