Files
tbd-station-14/Content.Shared/MouseRotator/MouseRotatorComponent.cs
Tayrtahn cfb0a95035 Fix mouse rotator error spam (#39071)
Ignore mouse rotation requests when the player is switching controlled entity
2025-07-20 01:16:40 +02:00

53 lines
1.9 KiB
C#

using System.Numerics;
using Robust.Shared.GameStates;
using Robust.Shared.Serialization;
namespace Content.Shared.MouseRotator;
/// <summary>
/// This component allows overriding an entities local rotation based on the client's mouse movement
/// </summary>
/// <see cref="SharedMouseRotatorSystem"/>
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
public sealed partial class MouseRotatorComponent : Component
{
/// <summary>
/// How much the desired angle needs to change before a predictive event is sent
/// </summary>
[DataField, AutoNetworkedField]
public Angle AngleTolerance = Angle.FromDegrees(20.0);
/// <summary>
/// The angle that will be lerped to
/// </summary>
[DataField, AutoNetworkedField]
public Angle? GoalRotation;
/// <summary>
/// Max degrees the entity can rotate per second
/// </summary>
[DataField, AutoNetworkedField]
public double RotationSpeed = float.MaxValue;
/// <summary>
/// This one is important. If this is true, <see cref="AngleTolerance"/> does not apply. In this mode, the client will only send
/// events when an entity should snap to a different cardinal direction, rather than for every angle change.
///
/// This is useful for cases like humans, where what really matters is the visual sprite direction, as opposed to something
/// like turrets or ship guns, which have finer range of movement.
/// </summary>
[DataField, AutoNetworkedField]
public bool Simple4DirMode = true;
}
/// <summary>
/// Raised on an entity with <see cref="MouseRotatorComponent"/> as a predictive event on the client
/// when mouse rotation changes
/// </summary>
[Serializable, NetSerializable]
public sealed class RequestMouseRotatorRotationEvent : EntityEventArgs
{
public Angle Rotation;
public NetEntity? User;
}