* Remove IActionBlocker.CanMove Ported the remainders over to using MovementAttemptEvent which should also help make mob movement a bit faster. * Make that check faster
62 lines
2.1 KiB
C#
62 lines
2.1 KiB
C#
using Content.Shared.Buckle.Components;
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using Content.Shared.Movement;
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using Content.Shared.Standing;
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using Content.Shared.Throwing;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Physics.Dynamics;
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namespace Content.Shared.Buckle
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{
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public abstract class SharedBuckleSystem : EntitySystem
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{
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<SharedBuckleComponent, PreventCollideEvent>(PreventCollision);
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SubscribeLocalEvent<SharedBuckleComponent, DownAttemptEvent>(HandleDown);
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SubscribeLocalEvent<SharedBuckleComponent, StandAttemptEvent>(HandleStand);
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SubscribeLocalEvent<SharedBuckleComponent, ThrowPushbackAttemptEvent>(HandleThrowPushback);
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SubscribeLocalEvent<SharedBuckleComponent, MovementAttemptEvent>(HandleMove);
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}
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private void HandleMove(EntityUid uid, SharedBuckleComponent component, MovementAttemptEvent args)
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{
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if (component.Buckled)
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args.Cancel();
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}
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private void HandleStand(EntityUid uid, SharedBuckleComponent component, StandAttemptEvent args)
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{
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if (component.Buckled)
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{
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args.Cancel();
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}
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}
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private void HandleDown(EntityUid uid, SharedBuckleComponent component, DownAttemptEvent args)
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{
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if (component.Buckled)
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{
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args.Cancel();
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}
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}
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private void HandleThrowPushback(EntityUid uid, SharedBuckleComponent component, ThrowPushbackAttemptEvent args)
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{
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if (!component.Buckled) return;
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args.Cancel();
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}
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private void PreventCollision(EntityUid uid, SharedBuckleComponent component, PreventCollideEvent args)
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{
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if (args.BodyB.Owner.Uid != component.LastEntityBuckledTo) return;
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component.IsOnStrapEntityThisFrame = true;
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if (component.Buckled || component.DontCollide)
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{
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args.Cancel();
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}
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}
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}
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}
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