* Content side new physics structure * BroadPhase outline done * But we need to fix WorldAABB * Fix static pvs AABB * Fix import * Rando fixes * B is for balloon * Change human mob hitbox to circle * Decent movement * Start adding friction to player controller I think it's the best way to go about it to keep other objects somewhat consistent for physics. * This baby can fit so many physics bugs in it. * Slight mob mover optimisations. * Player mover kinda works okay. * Beginnings of testbed * More testbed * Circlestack bed * Namespaces * BB fixes * Pull WorldAABB * Joint pulling * Semi-decent movement I guess. * Pulling better * Bullet controller + old movement * im too dumb for this shit * Use kinematic mob controller again It's probably for the best TBH * Stashed shitcode * Remove SlipController * In which movement code is entirely refactored * Singularity fix * Fix ApplyLinearImpulse * MoveRelay fix * Fix door collisions * Disable subfloor collisions Saves on broadphase a fair bit * Re-implement ClimbController * Zumzum's pressure * Laggy item throwing * Minor atmos change * Some caching * Optimise controllers * Optimise CollideWith to hell and back * Re-do throwing and tile friction * Landing too * Optimise controllers * Move CCVars and other stuff swept is beautiful * Cleanup a bunch of controllers * Fix shooting and high pressure movement controller * Flashing improvements * Stuff and things * Combat collisions * Combat mode collisions * Pulling distance joint again * Cleanup physics interfaces * More like scuffedularity * Shit's fucked * Haha tests go green * Bigmoneycrab Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
37 lines
1.2 KiB
C#
37 lines
1.2 KiB
C#
#nullable enable
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using Content.Shared.GameObjects.Components.Movement;
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using Content.Shared.Physics.Controllers;
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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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using Robust.Shared.Physics.Dynamics;
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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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body.Predict = true; // TODO: equal prediction instead of true?
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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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