* 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
44 lines
1.5 KiB
C#
44 lines
1.5 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 InitializeRelay()
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{
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SubscribeLocalEvent<RelayInputMoverComponent, ComponentGetState>(OnRelayGetState);
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SubscribeLocalEvent<RelayInputMoverComponent, ComponentHandleState>(OnRelayHandleState);
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SubscribeLocalEvent<RelayInputMoverComponent, ComponentShutdown>(OnRelayShutdown);
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}
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private void OnRelayShutdown(EntityUid uid, RelayInputMoverComponent component, ComponentShutdown args)
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{
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// If relay is removed then cancel all inputs.
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if (!TryComp<InputMoverComponent>(component.RelayEntity, out var inputMover)) return;
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SetMoveInput(inputMover, MoveButtons.None);
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}
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private void OnRelayHandleState(EntityUid uid, RelayInputMoverComponent component, ref ComponentHandleState args)
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{
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if (args.Current is not RelayInputMoverComponentState state) return;
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component.RelayEntity = state.Entity;
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}
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private void OnRelayGetState(EntityUid uid, RelayInputMoverComponent component, ref ComponentGetState args)
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{
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args.State = new RelayInputMoverComponentState()
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{
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Entity = component.RelayEntity,
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};
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}
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[Serializable, NetSerializable]
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private sealed class RelayInputMoverComponentState : ComponentState
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{
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public EntityUid? Entity;
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}
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}
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