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* Initial port of EE Harpy flying (#919) * Added better friction and acceleration modifiers. * Moved server's flight system to shared. I don't know why it isn't in the first place. * Shifting things around. * Code tweaks to make it better * Comment fixes * Fixed footsteps and footstep sounds * Added a quick conditional if InitialStaminaCost greater than zero * Removed a pop-up that wasn't showing * Additional adjustments * [pre-commit.ci] auto fixes from pre-commit.com hooks for more information, see https://pre-commit.ci * Fixed a few more systems to call the Flying system instead of the component * Comment consistency. DeltaV comments where I made it better. EE comments where they originally had things * YAML fixes * Guidebook * Apply suggestions from code review Co-authored-by: Tobias Berger <toby@tobot.dev> Signed-off-by: Vanessa <908648+ShepardToTheStars@users.noreply.github.com> * Removed DoAfterDashEvent * Fixed suggestions * Updated comment * Added new copyright free wingflaps with proper attribution * [pre-commit.ci] auto fixes from pre-commit.com hooks for more information, see https://pre-commit.ci * Appeased YAML gods --------- Signed-off-by: Vanessa <908648+ShepardToTheStars@users.noreply.github.com> Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com> Co-authored-by: Tobias Berger <toby@tobot.dev>
36 lines
865 B
C#
36 lines
865 B
C#
using Robust.Client.Graphics;
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namespace Content.Client._EE.Flight.Components;
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[RegisterComponent]
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public sealed partial class FlightVisualsComponent : Component
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{
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/// <summary>
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/// The speed of the shader animation.
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/// </summary>
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[DataField]
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public float Speed;
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/// <summary>
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/// How far it goes in any direction.
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/// </summary>
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[DataField]
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public float Multiplier;
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/// <summary>
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/// How much the limbs (if there are any) rotate.
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/// </summary>
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[DataField]
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public float Offset;
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/// <summary>
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/// Are we animating layers or the entire sprite?
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/// </summary>
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public bool AnimateLayer = false;
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public int? TargetLayer;
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[DataField]
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public string AnimationKey = "default";
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[ViewVariables(VVAccess.ReadWrite)]
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public ShaderInstance Shader = default!;
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} |