Files
tbd-station-14/Content.Shared/Movement/Systems/SharedMoverController.Relay.cs
metalgearsloth b9e876ca92 The real movement refactor (#9645)
* 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
2022-07-16 13:51:52 +10:00

44 lines
1.5 KiB
C#

using Content.Shared.Movement.Components;
using Robust.Shared.GameStates;
using Robust.Shared.Serialization;
namespace Content.Shared.Movement.Systems;
public abstract partial class SharedMoverController
{
private void InitializeRelay()
{
SubscribeLocalEvent<RelayInputMoverComponent, ComponentGetState>(OnRelayGetState);
SubscribeLocalEvent<RelayInputMoverComponent, ComponentHandleState>(OnRelayHandleState);
SubscribeLocalEvent<RelayInputMoverComponent, ComponentShutdown>(OnRelayShutdown);
}
private void OnRelayShutdown(EntityUid uid, RelayInputMoverComponent component, ComponentShutdown args)
{
// If relay is removed then cancel all inputs.
if (!TryComp<InputMoverComponent>(component.RelayEntity, out var inputMover)) return;
SetMoveInput(inputMover, MoveButtons.None);
}
private void OnRelayHandleState(EntityUid uid, RelayInputMoverComponent component, ref ComponentHandleState args)
{
if (args.Current is not RelayInputMoverComponentState state) return;
component.RelayEntity = state.Entity;
}
private void OnRelayGetState(EntityUid uid, RelayInputMoverComponent component, ref ComponentGetState args)
{
args.State = new RelayInputMoverComponentState()
{
Entity = component.RelayEntity,
};
}
[Serializable, NetSerializable]
private sealed class RelayInputMoverComponentState : ComponentState
{
public EntityUid? Entity;
}
}