* 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
34 lines
1.0 KiB
C#
34 lines
1.0 KiB
C#
using Robust.Shared.GameStates;
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using Robust.Shared.Map;
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using Robust.Shared.Timing;
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namespace Content.Shared.Shuttles.Components
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{
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/// <summary>
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/// Stores what shuttle this entity is currently piloting.
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/// </summary>
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[RegisterComponent]
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[NetworkedComponent]
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public sealed class PilotComponent : Component
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{
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[ViewVariables] public SharedShuttleConsoleComponent? Console { get; set; }
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/// <summary>
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/// Where we started piloting from to check if we should break from moving too far.
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/// </summary>
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[ViewVariables] public EntityCoordinates? Position { get; set; }
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public const float BreakDistance = 0.25f;
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public Vector2 CurTickStrafeMovement = Vector2.Zero;
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public float CurTickRotationMovement;
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public float CurTickBraking;
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public GameTick LastInputTick = GameTick.Zero;
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public ushort LastInputSubTick = 0;
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[ViewVariables]
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public ShuttleButtons HeldButtons = ShuttleButtons.None;
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}
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}
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