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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@@ -22,20 +22,20 @@ namespace Content.Shared.ActionBlocker
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<IMoverComponent, ComponentStartup>(OnMoverStartup);
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SubscribeLocalEvent<InputMoverComponent, ComponentStartup>(OnMoverStartup);
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}
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private void OnMoverStartup(EntityUid uid, IMoverComponent component, ComponentStartup args)
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private void OnMoverStartup(EntityUid uid, InputMoverComponent component, ComponentStartup args)
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{
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UpdateCanMove(uid, component);
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}
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public bool CanMove(EntityUid uid, IMoverComponent? component = null)
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public bool CanMove(EntityUid uid, InputMoverComponent? component = null)
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{
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return Resolve(uid, ref component, false) && component.CanMove;
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}
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public bool UpdateCanMove(EntityUid uid, IMoverComponent? component = null)
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public bool UpdateCanMove(EntityUid uid, InputMoverComponent? component = null)
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{
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if (!Resolve(uid, ref component, false))
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return false;
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