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* 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
(cherry picked from commit c5486873db)
38 lines
1.1 KiB
C#
38 lines
1.1 KiB
C#
using System.Numerics;
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using Content.Shared.Movement.Systems;
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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 partial class PilotComponent : Component
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{
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[ViewVariables]
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public EntityUid? 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]
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public EntityCoordinates? Position { get; set; }
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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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public override bool SendOnlyToOwner => true;
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}
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}
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