42 lines
1.5 KiB
C#
42 lines
1.5 KiB
C#
using System;
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using Content.Shared.Movement.Components;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameStates;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Movement.EntitySystems
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{
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public sealed class MovementSpeedModifierSystem : EntitySystem
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{
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<MovementSpeedModifierComponent, ComponentGetState>(OnGetState);
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SubscribeLocalEvent<MovementSpeedModifierComponent, ComponentHandleState>(OnHandleState);
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}
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private void OnGetState(EntityUid uid, MovementSpeedModifierComponent component, ref ComponentGetState args)
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{
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args.State = new MovementSpeedModifierComponentState
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{
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BaseWalkSpeed = component.BaseWalkSpeed,
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BaseSprintSpeed = component.BaseSprintSpeed,
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};
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}
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private void OnHandleState(EntityUid uid, MovementSpeedModifierComponent component, ref ComponentHandleState args)
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{
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if (args.Current is not MovementSpeedModifierComponentState state) return;
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component.BaseWalkSpeed = state.BaseWalkSpeed;
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component.BaseSprintSpeed = state.BaseSprintSpeed;
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}
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[Serializable, NetSerializable]
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private sealed class MovementSpeedModifierComponentState : ComponentState
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{
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public float BaseWalkSpeed;
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public float BaseSprintSpeed;
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}
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}
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}
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