using Content.Server.Atmos.Components; using Content.Server.Atmos.EntitySystems; using Content.Server.Movement.Components; using Content.Shared.Movement.Components; using Content.Shared.Movement.Systems; using Robust.Shared.Collections; using Robust.Shared.GameStates; namespace Content.Server.Movement.Systems; public sealed class JetpackSystem : SharedJetpackSystem { private const float UpdateCooldown = 0.5f; protected override bool CanEnable(JetpackComponent component) { return TryComp(component.Owner, out var gasTank) && !(gasTank.Air.Pressure < component.VolumeUsage); } public override void Update(float frameTime) { base.Update(frameTime); var toDisable = new ValueList(); foreach (var (active, comp, gasTank) in EntityQuery()) { active.Accumulator += frameTime; if (active.Accumulator < UpdateCooldown) continue; active.Accumulator -= UpdateCooldown; if (gasTank.Air.Pressure < comp.VolumeUsage) { toDisable.Add(comp); continue; } gasTank.RemoveAirVolume(comp.VolumeUsage); gasTank.UpdateUserInterface(); } foreach (var comp in toDisable) { SetEnabled(comp, false); } } }