* Movement acceleration * tweaks * Weightless refactor coz fuck it * CCVars * weightless movement tweaks * Some cleanup while I'm here * dorkpacks * thanks fork * fixes * zoomies * toggles * hmm * yamls * b * so true * Effects refactor * namespace * review
49 lines
1.4 KiB
C#
49 lines
1.4 KiB
C#
using Content.Server.Atmos.Components;
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using Content.Server.Atmos.EntitySystems;
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using Content.Server.Movement.Components;
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using Content.Shared.Movement.Components;
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using Content.Shared.Movement.Systems;
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using Robust.Shared.Collections;
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using Robust.Shared.GameStates;
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namespace Content.Server.Movement.Systems;
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public sealed class JetpackSystem : SharedJetpackSystem
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{
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private const float UpdateCooldown = 0.5f;
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protected override bool CanEnable(JetpackComponent component)
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{
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return TryComp<GasTankComponent>(component.Owner, out var gasTank) && !(gasTank.Air.Pressure < component.VolumeUsage);
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}
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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var toDisable = new ValueList<JetpackComponent>();
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foreach (var (active, comp, gasTank) in EntityQuery<ActiveJetpackComponent, JetpackComponent, GasTankComponent>())
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{
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active.Accumulator += frameTime;
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if (active.Accumulator < UpdateCooldown) continue;
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active.Accumulator -= UpdateCooldown;
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if (gasTank.Air.Pressure < comp.VolumeUsage)
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{
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toDisable.Add(comp);
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continue;
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}
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gasTank.RemoveAirVolume(comp.VolumeUsage);
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gasTank.UpdateUserInterface();
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}
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foreach (var comp in toDisable)
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{
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SetEnabled(comp, false);
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}
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}
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}
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