Climbing system (#1750)
* Initial commit * Climbing uses its own controller now * Missed a check * Get rid of hands check * Cleanup * Get rid of speciescomponent stuff * Remove unneeded check, add separate case for moving other players. * Add DoAfter * IClientDraggable added to ClimbingComponent * Added some basic integration tests. Renamed ClimbMode to Climbing. * oops * Minor fixes * ffff * Table fix * Revamped system so its more predicted, uses proper logic for de-climbing. Get hype!!! * Flag check fix * Distance check and reset numticksblocked * get rid
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Content.Server/GameObjects/EntitySystems/ClimbSystem.cs
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18
Content.Server/GameObjects/EntitySystems/ClimbSystem.cs
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using Content.Server.GameObjects.Components.Movement;
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using JetBrains.Annotations;
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using Robust.Shared.GameObjects.Systems;
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namespace Content.Server.GameObjects.EntitySystems
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{
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[UsedImplicitly]
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internal sealed class ClimbSystem : EntitySystem
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{
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public override void Update(float frameTime)
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{
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foreach (var comp in ComponentManager.EntityQuery<ClimbingComponent>())
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{
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comp.Update(frameTime);
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}
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}
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}
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}
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