Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> Co-authored-by: unknown <wainzor1337@gmail.com> Co-authored-by: ScarKy0 <scarky0@onet.eu>
36 lines
1.2 KiB
C#
36 lines
1.2 KiB
C#
using Content.Shared.Gravity;
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using Content.Shared.Movement.Components;
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using Content.Shared.Throwing;
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using Robust.Shared.Audio.Systems;
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namespace Content.Shared.Movement.Systems;
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public sealed partial class SharedJumpAbilitySystem : EntitySystem
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{
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[Dependency] private readonly ThrowingSystem _throwing = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly SharedGravitySystem _gravity = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<JumpAbilityComponent, GravityJumpEvent>(OnGravityJump);
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}
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private void OnGravityJump(Entity<JumpAbilityComponent> entity, ref GravityJumpEvent args)
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{
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if (_gravity.IsWeightless(args.Performer))
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return;
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var xform = Transform(args.Performer);
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var throwing = xform.LocalRotation.ToWorldVec() * entity.Comp.JumpDistance;
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var direction = xform.Coordinates.Offset(throwing); // to make the character jump in the direction he's looking
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_throwing.TryThrow(args.Performer, direction, entity.Comp.JumpThrowSpeed);
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_audio.PlayPredicted(entity.Comp.JumpSound, args.Performer, args.Performer);
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args.Handled = true;
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}
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}
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