* Make humans move based on their last grid's angle * Fix ghost movement, fix weightless grid parenting * Make sure to init the last grid angle without needing to move
29 lines
867 B
C#
29 lines
867 B
C#
using Robust.Shared.GameObjects;
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using Robust.Shared.Maths;
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namespace Content.Shared.Movement.Components
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{
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[RegisterComponent]
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[ComponentReference(typeof(IMoverComponent))]
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public class SharedDummyInputMoverComponent : Component, IMoverComponent
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{
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public override string Name => "DummyInputMover";
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public bool IgnorePaused => false;
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public float CurrentWalkSpeed => 0f;
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public float CurrentSprintSpeed => 0f;
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public Angle LastGridAngle { get => Angle.Zero; set {} }
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public bool Sprinting => false;
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public (Vector2 walking, Vector2 sprinting) VelocityDir => (Vector2.Zero, Vector2.Zero);
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public void SetVelocityDirection(Direction direction, ushort subTick, bool enabled)
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{
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}
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public void SetSprinting(ushort subTick, bool walking)
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{
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}
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}
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}
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