* The real movement refactor * ref events * Jetpack cleanup * a * Vehicles partially working * Balance tweaks * Restore some shitcode * AAAAAAAA * Even more prediction * ECS compstate trying to fix this * yml * vehicles kill me * Don't lock keys * a * Fix problem * Fix sounds * shuttle inputs * Shuttle controls * space brakes * Keybinds * Fix merge * Handle shutdown * Fix keys * Bump friction * fix buckle offset * Fix relay and friction * Fix jetpack turning * contexts amirite
40 lines
1.3 KiB
C#
40 lines
1.3 KiB
C#
using Content.Shared.Movement.Components;
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using Robust.Shared.GameStates;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Movement.Systems;
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public abstract partial class SharedMoverController
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{
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private void InitializeMob()
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{
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SubscribeLocalEvent<MobMoverComponent, ComponentGetState>(OnMobGetState);
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SubscribeLocalEvent<MobMoverComponent, ComponentHandleState>(OnMobHandleState);
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}
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private void OnMobHandleState(EntityUid uid, MobMoverComponent component, ref ComponentHandleState args)
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{
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if (args.Current is not MobMoverComponentState state) return;
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component.GrabRangeVV = state.GrabRange;
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component.PushStrengthVV = state.PushStrength;
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}
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private void OnMobGetState(EntityUid uid, MobMoverComponent component, ref ComponentGetState args)
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{
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args.State = new MobMoverComponentState(component.GrabRange, component.PushStrength);
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}
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[Serializable, NetSerializable]
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private sealed class MobMoverComponentState : ComponentState
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{
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public float GrabRange;
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public float PushStrength;
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public MobMoverComponentState(float grabRange, float pushStrength)
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{
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GrabRange = grabRange;
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PushStrength = pushStrength;
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}
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}
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}
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