Files
tbd-station-14/Content.Shared/Shuttles/Components/PilotComponent.cs
metalgearsloth c5486873db Shuttle console + FTL rework (#24430)
* Add shuttle interior drawing back

Just do it per-tile she'll be right, at least it's done with 1 draw call.

* Revamp shuttle console

* Bunch of cleanup work

* Lables sortito

* dok

* Pixel alignment and colours

* Fix a bunch of drawing bugs

* Shuttle map drawing

* Drawing fixes

* Map parallax working finally

* weh

* Commit all my stuff

* mic

* deez

* Update everything

* Xamlify everything

* uh

* Rudimentary blocker range

* My enemies have succeeded

* Bunch of changes to FTL

* Heaps of cleanup

* Fix FTL bugs

* FTL

* weewoo

* FTL fallback

* wew

* weh

* Basic FTL working

* FTL working

* FTL destination fixes

* a

* Exclusion zones

* Fix drawing / FTL

* Beacons working

* Coordinates drawing

* Fix unknown map names

* Dorks beginning

* State + docking cleanup start

* Basic dock drawing

* Bunch of drawing fixes

* Batching / color fixes

* Cleanup and beacons support

* weh

* weh

* Begin pings

* First draft at map objects

* Map fixup

* Faster drawing

* Fix perf + FTL

* Cached drawing

* Fix drawing

* Best I got

* strips

* Back to lists but with caching

* Final optimisation

* Fix dock bounds

* Docking work

* stinker

* kobolds

* Btns

* Docking vis working

* Fix docking pre-vis

* canasses

* Helldivers 2

* a

* Array life

* Fix

* Fix TODOs

* liltenhead feature club

* dorking

* Merge artifacts

* Last-minute touchup
2024-03-03 18:39:19 +11:00

38 lines
1.1 KiB
C#

using System.Numerics;
using Content.Shared.Movement.Systems;
using Robust.Shared.GameStates;
using Robust.Shared.Map;
using Robust.Shared.Timing;
namespace Content.Shared.Shuttles.Components
{
/// <summary>
/// Stores what shuttle this entity is currently piloting.
/// </summary>
[RegisterComponent]
[NetworkedComponent]
public sealed partial class PilotComponent : Component
{
[ViewVariables]
public EntityUid? Console { get; set; }
/// <summary>
/// Where we started piloting from to check if we should break from moving too far.
/// </summary>
[ViewVariables]
public EntityCoordinates? Position { get; set; }
public Vector2 CurTickStrafeMovement = Vector2.Zero;
public float CurTickRotationMovement;
public float CurTickBraking;
public GameTick LastInputTick = GameTick.Zero;
public ushort LastInputSubTick = 0;
[ViewVariables]
public ShuttleButtons HeldButtons = ShuttleButtons.None;
public override bool SendOnlyToOwner => true;
}
}