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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@@ -49,8 +49,8 @@ public abstract partial class SharedMoverController
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if (otherBody.BodyType != BodyType.Dynamic || !otherFixture.Hard) return;
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if (!EntityManager.TryGetComponent(ourFixture.Body.Owner, out IMobMoverComponent? mobMover) || worldNormal == Vector2.Zero) return;
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if (!EntityManager.TryGetComponent(ourFixture.Body.Owner, out MobMoverComponent? mobMover) || worldNormal == Vector2.Zero) return;
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otherBody.ApplyLinearImpulse(-worldNormal * mobMover.PushStrength * frameTime);
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otherBody.ApplyLinearImpulse(-worldNormal * mobMover.PushStrengthVV * frameTime);
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}
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}
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