* Fix conveyor mispredicts Instead of tracking active conveyors we instead track the conveyed entities. This also handles things like stacking conveyors more gracely. * Fix ActiveConveyor * Fix lerping
14 lines
369 B
C#
14 lines
369 B
C#
using Robust.Shared.GameStates;
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namespace Content.Shared.Conveyor;
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/// <summary>
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/// Indicates this entity is currently being conveyed.
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/// </summary>
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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public sealed partial class ConveyedComponent : Component
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{
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[ViewVariables, AutoNetworkedField]
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public List<EntityUid> Colliding = new();
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}
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