Vehicle camera lurching fix + drawdepth fix (#7783)
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@@ -10,8 +10,10 @@ using Content.Server.Light.Components;
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using Content.Server.Buckle.Components;
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using Content.Server.Hands.Systems;
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using Content.Shared.Tag;
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using Content.Server.Mind.Components;
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using Robust.Shared.Random;
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using Robust.Shared.Containers;
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using Robust.Shared.Player;
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namespace Content.Server.Vehicle
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{
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@@ -24,7 +26,6 @@ namespace Content.Server.Vehicle
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[Dependency] private readonly TagSystem _tagSystem = default!;
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[Dependency] private readonly ItemSlotsSystem _itemSlotsSystem = default!;
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[Dependency] private readonly RiderSystem _riderSystem = default!;
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public override void Initialize()
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{
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base.Initialize();
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@@ -68,6 +69,10 @@ namespace Content.Server.Vehicle
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/// </summary>
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private void OnBuckleChange(EntityUid uid, VehicleComponent component, BuckleChangeEvent args)
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{
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// Send an event that our vehicle buckle changed
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if (TryComp<MindComponent>(args.BuckledEntity, out var mind) && mind.Mind != null && mind.Mind.TryGetSession(out var session))
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RaiseNetworkEvent(new BuckledToVehicleEvent(uid, args.BuckledEntity, args.Buckling), Filter.SinglePlayer(session));
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if (args.Buckling)
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{
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// Add a virtual item to rider's hand, unbuckle if we can't.
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@@ -200,16 +205,16 @@ namespace Content.Server.Vehicle
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{
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return xform.LocalRotation.Degrees switch
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{
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< 135f => 10,
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< 135f => 5,
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<= 225f => 2,
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_ => 10
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_ => 5
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};
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}
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return xform.LocalRotation.Degrees switch
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{
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< 45f => 10,
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< 45f => 5,
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<= 315f => 2,
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_ => 10
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_ => 5
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};
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}
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