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
This commit is contained in:
nuke
2020-08-19 18:13:22 -04:00
committed by GitHub
parent b7e5aafdbc
commit f4909cdb98
13 changed files with 608 additions and 9 deletions

View File

@@ -0,0 +1,18 @@
using Content.Server.GameObjects.Components.Movement;
using JetBrains.Annotations;
using Robust.Shared.GameObjects.Systems;
namespace Content.Server.GameObjects.EntitySystems
{
[UsedImplicitly]
internal sealed class ClimbSystem : EntitySystem
{
public override void Update(float frameTime)
{
foreach (var comp in ComponentManager.EntityQuery<ClimbingComponent>())
{
comp.Update(frameTime);
}
}
}
}