* Conveyor optimisations - Optimise movement for moving stuff. Better flags + less resolves + slapped parallelrobustjob on it. - Sleeping for entities getting conveyed into walls. * Blocker version * Finish * Final * Fix conveyor power mispredict * Bagel save * Revert "Bagel save" This reverts commit 1b93fda81fb852d89b89b0beae0b80f8a61165f2. * Conveyor resave * Fix prediction * Mob movement rewrite * Bandaid * Working version * Tentatively working * Friction to fix cornering * More fixes * Revert bagel * Revert this * a * Reviewed * Funky re-save * Fix velocity * Table fix * Review * a
18 lines
514 B
C#
18 lines
514 B
C#
using Robust.Shared.GameStates;
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namespace Content.Shared.Conveyor;
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/// <summary>
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/// Indicates this entity is currently contacting a conveyor and will subscribe to events as appropriate.
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/// </summary>
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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public sealed partial class ConveyedComponent : Component
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{
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// TODO: Delete if pulling gets fixed.
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/// <summary>
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/// True if currently conveying.
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/// </summary>
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[DataField, AutoNetworkedField]
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public bool Conveying;
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}
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