46 lines
1.7 KiB
C#
46 lines
1.7 KiB
C#
using Content.Shared.Movement;
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using Content.Shared.Movement.Components;
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using Robust.Client.Player;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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namespace Content.Client.Physics.Controllers
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{
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public sealed class MoverController : SharedMoverController
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{
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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public override void UpdateBeforeSolve(bool prediction, float frameTime)
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{
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base.UpdateBeforeSolve(prediction, frameTime);
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var player = _playerManager.LocalPlayer?.ControlledEntity;
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if (player == null ||
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!player.TryGetComponent(out IMoverComponent? mover) ||
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!player.TryGetComponent(out PhysicsComponent? body)) return;
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// Essentially we only want to set our mob to predicted so every other entity we just interpolate
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// (i.e. only see what the server has sent us).
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// The exception to this is joints.
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body.Predict = true;
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// We set joints to predicted given these can affect how our mob moves.
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// I would only recommend disabling this if you make pulling not use joints anymore (someday maybe?)
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foreach (var joint in body.Joints)
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{
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joint.BodyA.Predict = true;
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joint.BodyB.Predict = true;
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}
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// Server-side should just be handled on its own so we'll just do this shizznit
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if (player.TryGetComponent(out IMobMoverComponent? mobMover))
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{
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HandleMobMovement(mover, body, mobMover);
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return;
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}
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HandleKinematicMovement(mover, body);
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}
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}
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}
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