Files
Delta-v/Content.Shared/_EE/Gravity/SharedFloatingVisualizerSystem.Flying.cs
T
e945f5869a Harpies Flightless No More! (#4888)
* 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>
2025-12-08 14:58:52 +01:00

23 lines
612 B
C#

using Content.Shared._EE.Flight.Events;
namespace Content.Shared.Gravity;
/// <summary>
/// Handles flying event handlers.
/// </summary>
public abstract partial class SharedFloatingVisualizerSystem : EntitySystem
{
private void OnFlight(FlightEvent args)
{
var uid = GetEntity(args.Uid);
if (!TryComp<FloatingVisualsComponent>(uid, out var floating))
return;
floating.CanFloat = args.IsFlying;
if (!args.IsFlying || !args.IsAnimated)
return;
FloatAnimation(uid, floating.Offset, floating.AnimationKey, floating.AnimationTime);
}
}