Pulling rework v2 (#24936)

* Pulling rework

Fixing up the FOUR systems managing pulling, all the shitcode, and also making it nicer ingame.

* More pulling cleanup

* stats

* More cleanup

* First draft

* More pulling

* weh

* Fix puller

* Pulling working

* Fix merge

* Dunked

* Self-merge time

* Fix hotkey

* Fix container changes

* oop

* Fix multi-pulling

* Move alerts cleanup.

* pulling fixes
This commit is contained in:
metalgearsloth
2024-03-19 14:30:56 +11:00
committed by GitHub
parent f8b54a06b7
commit c584f6444a
53 changed files with 797 additions and 1357 deletions

View File

@@ -1,6 +1,7 @@
using Content.Shared.Movement.Components;
using Content.Shared.Movement.Pulling.Components;
using Content.Shared.Movement.Systems;
using Content.Shared.Pulling.Components;
using Robust.Client.GameObjects;
using Robust.Client.Physics;
using Robust.Client.Player;
using Robust.Shared.Physics.Components;
@@ -24,7 +25,7 @@ namespace Content.Client.Physics.Controllers
SubscribeLocalEvent<InputMoverComponent, UpdateIsPredictedEvent>(OnUpdatePredicted);
SubscribeLocalEvent<MovementRelayTargetComponent, UpdateIsPredictedEvent>(OnUpdateRelayTargetPredicted);
SubscribeLocalEvent<SharedPullableComponent, UpdateIsPredictedEvent>(OnUpdatePullablePredicted);
SubscribeLocalEvent<PullableComponent, UpdateIsPredictedEvent>(OnUpdatePullablePredicted);
}
private void OnUpdatePredicted(EntityUid uid, InputMoverComponent component, ref UpdateIsPredictedEvent args)
@@ -40,7 +41,7 @@ namespace Content.Client.Physics.Controllers
args.IsPredicted = true;
}
private void OnUpdatePullablePredicted(EntityUid uid, SharedPullableComponent component, ref UpdateIsPredictedEvent args)
private void OnUpdatePullablePredicted(EntityUid uid, PullableComponent component, ref UpdateIsPredictedEvent args)
{
// Enable prediction if an entity is being pulled by the player.
// Disable prediction if an entity is being pulled by some non-player entity.