* 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>
63 lines
1.8 KiB
C#
63 lines
1.8 KiB
C#
#nullable enable
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using System;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Maths;
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using Robust.Shared.Players;
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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namespace Content.Shared.GameObjects.Components.Movement
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{
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[RegisterComponent]
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public class SharedTileFrictionModifier : Component
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{
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public override string Name => "TileFrictionModifier";
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/// <summary>
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/// Multiply the tilefriction cvar by this to get the body's actual tilefriction.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public float Modifier
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{
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get => _modifier;
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set
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{
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if (MathHelper.CloseTo(_modifier, value)) return;
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_modifier = value;
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}
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}
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private float _modifier;
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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serializer.DataField(this, x => x.Modifier, "modifier", 1.0f);
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}
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public override ComponentState GetComponentState(ICommonSession session)
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{
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return new TileFrictionComponentState(_modifier);
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}
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public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
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{
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base.HandleComponentState(curState, nextState);
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if (curState is not TileFrictionComponentState tileState) return;
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_modifier = tileState.Modifier;
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}
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[NetSerializable, Serializable]
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protected class TileFrictionComponentState : ComponentState
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{
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public float Modifier;
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public TileFrictionComponentState(float modifier) : base(ContentNetIDs.TILE_FRICTION)
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{
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Modifier = modifier;
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}
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}
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}
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}
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