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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Content.Shared/Vehicle/SharedVehicleSystem.Rider.cs
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Content.Shared/Vehicle/SharedVehicleSystem.Rider.cs
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using Content.Shared.Physics.Pull;
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using Content.Shared.Vehicle.Components;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Vehicle;
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public abstract partial class SharedVehicleSystem
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{
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[Serializable, NetSerializable]
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protected sealed class RiderComponentState : ComponentState
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{
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public EntityUid? Entity;
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}
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private void OnRiderPull(EntityUid uid, RiderComponent component, PullAttemptEvent args)
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{
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if (component.Vehicle != null)
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args.Cancelled = true;
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}
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}
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