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

@@ -0,0 +1,59 @@
using Robust.Shared.GameStates;
using Robust.Shared.Map;
namespace Content.Shared.Movement.Components
{
/// <summary>
/// Has additional movement data such as footsteps and weightless grab range for an entity.
/// </summary>
[RegisterComponent]
[NetworkedComponent()]
public sealed class MobMoverComponent : Component
{
private float _stepSoundDistance;
[DataField("grabRange")] public float GrabRange = 1.0f;
[DataField("pushStrength")] public float PushStrength = 600f;
[ViewVariables(VVAccess.ReadWrite)]
public EntityCoordinates LastPosition { get; set; }
/// <summary>
/// Used to keep track of how far we have moved before playing a step sound
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public float StepSoundDistance
{
get => _stepSoundDistance;
set
{
if (MathHelper.CloseToPercent(_stepSoundDistance, value)) return;
_stepSoundDistance = value;
}
}
[ViewVariables(VVAccess.ReadWrite)]
public float GrabRangeVV
{
get => GrabRange;
set
{
if (MathHelper.CloseToPercent(GrabRange, value)) return;
GrabRange = value;
Dirty();
}
}
[ViewVariables(VVAccess.ReadWrite)]
public float PushStrengthVV
{
get => PushStrength;
set
{
if (MathHelper.CloseToPercent(PushStrength, value)) return;
PushStrength = value;
Dirty();
}
}
}
}