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+24









Debug
deltanedas
metalgearsloth
Nemanja
PJBot
Psychpsyo
deltanedas
metalgearsloth
ravage
Pieter-Jan Briers
LEVELcat
Repo
nikthechampiongr
Doru991
DrSmugleaf
Skarletto
NULL882
lunarcomets
Miro Kavaliou
Kara
Kacper Urbańczyk
TsjipTsjip
daerSeebaer
Fluffiest Floofers
Flareguy
Leon Friedrich
Kevin Zheng
drteaspoon420
Ubaser
Nim
Kacper Urbańczyk
Tox Cruize
Ed
Michael Cu
fd2cc8570d
* Automatic changelog update * Make NPC names proper nouns & fix some genders (#20534) * Proper names & genders * Uppercase proper names * Make Smile female * fix bingus wrinkly head (#20531) * rouny meat and steak (#20526) * lost friendship flavor * add rouny steak * rouny special meat * rouny meat textures --------- Co-authored-by: deltanedas <@deltanedas:kde.org> * Automatic changelog update * Wearable Wet Floor Sign and 'Janitorial Suicide Vest' (#20311) * Explosive wet floor sign & janitorial suicide vest * fix attributions * Remove name & desc from explosive wet floor sign * Make wet floor sign chameleonable * Automatic changelog update * Minor slippery stuff (#20535) * Update submodule to 162.2.0 (#20570) * Predicted armor (#20560) * clean up some lines in smile the slime prototype (#20552) * Revert "Use full file path for temp replays (#19002)" (#20545) * Add EyesGlasses into ClothesMate (#20523) * Automatic changelog update * Fix Punpun crew monitor sensor (#20484) * Automatic changelog update * EasyPry airlocks for arrivals. Now also prying refactor I guess (#19394) Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com> * Automatic changelog update * Make arcades hackable again (#20555) * Automatic changelog update * Health alert tweaks (#20557) * Automatic changelog update * Add active and ended game rule components, generic TryRoundStartAttempt and minPlayers field (#20564) * Improve active game rule querying, add generic try round start attempt method, move minPlayers to GameRuleComponent * Nukeops todo and cleanup * Remove Active field * Add EndedGameRuleComponent * bartender suit (#20521) * give me a drink bartender * guh * aARG * Necropolis and mine walls (#20578) * Automatic changelog update * archaic accent tweaks (#20567) * Automatic changelog update * Add confirmation to kick and respawn in the admin player actions panel (#20542) * Remove windows-latest CI runs, remove unused build-test-release.yml (#20540) * Change .editorconfig to keep existing attribute arrangement (#20538) * Automatic changelog update * Catch replay start and end errors on round restarts (#20565) * Update trivial components to use auto comp states (#20539) * Fix role unbans not applying in real time (#20547) * Disable AHelp buttons when no player is selected, update button styling (#20568) * Automatic changelog update * Added a toggle fullscreen button (default F11) (#20272) * Added a toggle fullscreen button (default F11) * Removed un-needed comments * Review Requested Changes * Fixed Acidental Spacing Change * bwoink, removed extraneous code * nothing, litterally * Automatic changelog update * Fix not networking markings (#20588) * Automatic changelog update * Update RobustToolbox to v162.2.1 (#20590) * Automatic changelog update * Glorfcode (force say on damage/stun/crit) (#20562) * Automatic changelog update * Fix AHelp progressively showing more AHelp panels (#20591) * Automatic changelog update * caninsert entitystorage tweaks (#20589) * Automatic changelog update * Fix mapping actions crashing on load (#20592) * Fix loading a map with a ThirstComponent crashing the game (#20594) * Fix electrocution displaying real name of disguised players (#20603) * Organ fixes (#20488) * Automatic changelog update * Kettle medical rework (#20435) * Initial try at medical rework for kettle * Re-add decal decorations to Kettle's medical * Add more lockers to kettle's med * Actually upload kettle's map, not its proto * Automatic changelog update * Added blocked visuals to volumetric pump (#20610) * Automatic changelog update * Move TimedDespawn to engine (#20515) * Update submodule to 163.0.0 (#20616) * Remove v0.1 version number from local main menu screen (#20617) * Remove cloneData parameter from AutoNetworkedField (#20596) * Update submodule to 164.0.0 (#20618) * fix cognizine ghost role (#20632) Co-authored-by: deltanedas <@deltanedas:kde.org> * Automatic changelog update * Move ID layer one pixel to correct alignment (#20630) * Update nukie hardsuit descriptions (#20529) * Make holofans destructable (#20445) * Automatic changelog update * bowl is open (#20453) Co-authored-by: deltanedas <@deltanedas:kde.org> * Add TestPair.WaitCommand() (#20615) * Rename ThreatPrototype and mark fields as required (#20611) * Adjust hard bomb shape (#20608) * dragon refactor, objectives and use GenericAntag (#20201) Co-authored-by: deltanedas <@deltanedas:kde.org> * Automatic changelog update * Added generic empty liquids tank (#20563) * Move view variables verb to the top of the list with no category and localize it (#20546) * saltern update (#20325) Co-authored-by: deltanedas <@deltanedas:kde.org> * Fix followers leaking (#20643) * Add Winter Boots (#20622) * add * fix prototype * Add QM mantle (#20621) * add * fix prototype * Automatic changelog update * Slime mobs breathe nitrogen and resprite their organs (#20577) * Slimes breathe nitrogen and resprite their organs * ups * mmm * Automatic changelog update * Fix the new lizard horn's consistency + issue (#20620) * fix * add * Revert "add" This reverts commit a054a3204a8f185a94ceb80b1bd3bc9f30423711. * Add RandomHumanoidAppearance component to for space ninjas (#20605) * Automatic changelog update * Space cat breathes space (#20550) * Space cat breathes space Made Space Cat lungs ROBUST * Made Space Cat's lungs ROBUST 2.0 * Automatic changelog update * Wide anomaly locator (#20581) * Add files via upload * Add files via upload * Add files via upload * Add files via upload * add textures * fix encoding * fix 2 * Automatic changelog update * Fixed Telescopic Shield Lighting (#20650) * Fixed Telescopic Shield Lighting Bug fix #20199 * no need for these at all --------- Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com> * Automatic changelog update * Add a special hardsuit for nukie medic (#20471) * Automatic changelog update * Carry over other mutations when doing species mutation (#20551) * Automatic changelog update * Add Spanish accent to poncho and sombrero (#20377) --------- Co-authored-by: PJBot <pieterjan.briers+bot@gmail.com> Co-authored-by: Psychpsyo <60073468+Psychpsyo@users.noreply.github.com> Co-authored-by: deltanedas <39013340+deltanedas@users.noreply.github.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com> Co-authored-by: ravage <142820619+ravage123321@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: LEVELcat <68501903+LEVELcat@users.noreply.github.com> Co-authored-by: Repo <47093363+Titian3@users.noreply.github.com> Co-authored-by: nikthechampiongr <32041239+nikthechampiongr@users.noreply.github.com> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com> Co-authored-by: Doru991 <75124791+Doru991@users.noreply.github.com> Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> Co-authored-by: Skarletto <122584947+Skarletto@users.noreply.github.com> Co-authored-by: NULL882 <104377798+NULL882@users.noreply.github.com> Co-authored-by: lunarcomets <140772713+lunarcomets@users.noreply.github.com> Co-authored-by: Miro Kavaliou <miraslauk@gmail.com> Co-authored-by: Kara <lunarautomaton6@gmail.com> Co-authored-by: Kacper Urbańczyk <kacperjaroslawurbanczyk@gmail.com> Co-authored-by: TsjipTsjip <19798667+TsjipTsjip@users.noreply.github.com> Co-authored-by: daerSeebaer <61566539+daerSeebaer@users.noreply.github.com> Co-authored-by: Fluffiest Floofers <thebluewulf@gmail.com> Co-authored-by: Flareguy <78941145+Flareguy@users.noreply.github.com> Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com> Co-authored-by: Kevin Zheng <kevinz5000@gmail.com> Co-authored-by: drteaspoon420 <87363733+drteaspoon420@users.noreply.github.com> Co-authored-by: Ubaser <134914314+UbaserB@users.noreply.github.com> Co-authored-by: Nim <128169402+Nimfar11@users.noreply.github.com> Co-authored-by: Kacper Urbańczyk <mikrel071204@gmail.com> Co-authored-by: Tox Cruize <141375638+TexCruize@users.noreply.github.com> Co-authored-by: Ed <96445749+TheShuEd@users.noreply.github.com> Co-authored-by: Michael Cu <43478115+michaelcu@users.noreply.github.com>
376 lines
14 KiB
C#
376 lines
14 KiB
C#
using System.Numerics;
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using Content.Shared.Access.Components;
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using Content.Shared.Access.Systems;
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using Content.Shared.Actions;
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using Content.Shared.Audio;
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using Content.Shared.Buckle;
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using Content.Shared.Buckle.Components;
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using Content.Shared.Hands;
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using Content.Shared.Item;
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using Content.Shared.Light.Components;
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using Content.Shared.Movement.Components;
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using Content.Shared.Movement.Systems;
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using Content.Shared.Popups;
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using Content.Shared.Tag;
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using Content.Shared.Vehicle.Components;
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using Robust.Shared.Containers;
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using Robust.Shared.Network;
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using Robust.Shared.Physics.Systems;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Vehicle;
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/// <summary>
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/// Stores the VehicleVisuals and shared event
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/// Nothing for a system but these need to be put somewhere in
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/// Content.Shared
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/// </summary>
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public abstract partial class SharedVehicleSystem : EntitySystem
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{
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[Dependency] private readonly INetManager _netManager = default!;
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[Dependency] protected readonly SharedAppearanceSystem Appearance = default!;
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[Dependency] private readonly SharedAudioSystem _audioSystem = default!;
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[Dependency] private readonly MovementSpeedModifierSystem _modifier = default!;
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[Dependency] private readonly SharedAmbientSoundSystem _ambientSound = default!;
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[Dependency] private readonly SharedTransformSystem _transform = default!;
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[Dependency] private readonly TagSystem _tagSystem = default!;
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[Dependency] private readonly AccessReaderSystem _access = default!;
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[Dependency] private readonly SharedPopupSystem _popupSystem = default!;
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[Dependency] private readonly SharedHandVirtualItemSystem _virtualItemSystem = default!;
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[Dependency] private readonly SharedActionsSystem _actionsSystem = default!;
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[Dependency] private readonly SharedJointSystem _joints = default!;
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[Dependency] private readonly SharedBuckleSystem _buckle = default!;
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[Dependency] private readonly SharedMoverController _mover = default!;
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private const string KeySlot = "key_slot";
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/// <inheritdoc/>
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public override void Initialize()
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{
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base.Initialize();
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InitializeRider();
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SubscribeLocalEvent<VehicleComponent, ComponentStartup>(OnVehicleStartup);
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SubscribeLocalEvent<VehicleComponent, BuckleChangeEvent>(OnBuckleChange);
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SubscribeLocalEvent<VehicleComponent, HonkActionEvent>(OnHonkAction);
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SubscribeLocalEvent<VehicleComponent, EntInsertedIntoContainerMessage>(OnEntInserted);
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SubscribeLocalEvent<VehicleComponent, EntRemovedFromContainerMessage>(OnEntRemoved);
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SubscribeLocalEvent<VehicleComponent, RefreshMovementSpeedModifiersEvent>(OnRefreshMovementSpeedModifiers);
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SubscribeLocalEvent<VehicleComponent, MoveEvent>(OnMoveEvent);
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SubscribeLocalEvent<VehicleComponent, GetAdditionalAccessEvent>(OnGetAdditionalAccess);
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SubscribeLocalEvent<InVehicleComponent, GettingPickedUpAttemptEvent>(OnGettingPickedUpAttempt);
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}
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/// <summary>
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/// This just controls whether the wheels are turning.
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/// </summary>
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public override void Update(float frameTime)
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{
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var vehicleQuery = EntityQueryEnumerator<VehicleComponent, InputMoverComponent>();
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while (vehicleQuery.MoveNext(out var uid, out var vehicle, out var mover))
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{
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if (!vehicle.AutoAnimate)
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continue;
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if (_mover.GetVelocityInput(mover).Sprinting == Vector2.Zero)
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{
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UpdateAutoAnimate(uid, false);
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continue;
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}
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UpdateAutoAnimate(uid, true);
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}
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}
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private void OnVehicleStartup(EntityUid uid, VehicleComponent component, ComponentStartup args)
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{
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UpdateDrawDepth(uid, 2);
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// This code should be purged anyway but with that being said this doesn't handle components being changed.
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if (TryComp<StrapComponent>(uid, out var strap))
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{
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component.BaseBuckleOffset = strap.BuckleOffsetClamped;
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strap.BuckleOffset = Vector2.Zero;
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}
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_modifier.RefreshMovementSpeedModifiers(uid);
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}
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/// <summary>
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/// Give the user the rider component if they're buckling to the vehicle,
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/// otherwise remove it.
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/// </summary>
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private void OnBuckleChange(EntityUid uid, VehicleComponent component, ref BuckleChangeEvent args)
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{
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// Add Rider
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if (args.Buckling)
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{
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if (component.UseHand == true)
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{
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// Add a virtual item to rider's hand, unbuckle if we can't.
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if (!_virtualItemSystem.TrySpawnVirtualItemInHand(uid, args.BuckledEntity))
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{
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_buckle.TryUnbuckle(uid, uid, true);
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return;
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}
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}
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// Set up the rider and vehicle with each other
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EnsureComp<InputMoverComponent>(uid);
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var rider = EnsureComp<RiderComponent>(args.BuckledEntity);
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component.Rider = args.BuckledEntity;
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component.LastRider = component.Rider;
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Dirty(component);
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Appearance.SetData(uid, VehicleVisuals.HideRider, true);
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_mover.SetRelay(args.BuckledEntity, uid);
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rider.Vehicle = uid;
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// Update appearance stuff, add actions
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UpdateBuckleOffset(uid, Transform(uid), component);
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if (TryComp<InputMoverComponent>(uid, out var mover))
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UpdateDrawDepth(uid, GetDrawDepth(Transform(uid), component, mover.RelativeRotation.Degrees));
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if (TryComp<ActionsComponent>(args.BuckledEntity, out var actions) && TryComp<UnpoweredFlashlightComponent>(uid, out var flashlight))
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{
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_actionsSystem.AddAction(args.BuckledEntity, ref flashlight.ToggleActionEntity, flashlight.ToggleAction, uid, actions);
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}
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if (component.HornSound != null)
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{
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_actionsSystem.AddAction(args.BuckledEntity, ref component.HornActionEntity, component.HornAction, uid, actions);
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}
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_joints.ClearJoints(args.BuckledEntity);
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return;
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}
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// Remove rider
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// Clean up actions and virtual items
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_actionsSystem.RemoveProvidedActions(args.BuckledEntity, uid);
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if (component.UseHand == true)
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_virtualItemSystem.DeleteInHandsMatching(args.BuckledEntity, uid);
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// Entity is no longer riding
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RemComp<RiderComponent>(args.BuckledEntity);
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RemComp<RelayInputMoverComponent>(args.BuckledEntity);
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Appearance.SetData(uid, VehicleVisuals.HideRider, false);
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// Reset component
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component.Rider = null;
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Dirty(component);
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}
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/// <summary>
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/// This fires when the rider presses the honk action
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/// </summary>
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private void OnHonkAction(EntityUid uid, VehicleComponent vehicle, HonkActionEvent args)
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{
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if (args.Handled || vehicle.HornSound == null)
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return;
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// TODO: Need audio refactor maybe, just some way to null it when the stream is over.
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// For now better to just not loop to keep the code much cleaner.
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vehicle.HonkPlayingStream?.Stop();
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vehicle.HonkPlayingStream = _audioSystem.PlayPredicted(vehicle.HornSound, uid, uid);
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args.Handled = true;
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}
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/// <summary>
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/// Handle adding keys to the ignition, give stuff the InVehicleComponent so it can't be picked
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/// up by people not in the vehicle.
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/// </summary>
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private void OnEntInserted(EntityUid uid, VehicleComponent component, EntInsertedIntoContainerMessage args)
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{
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if (args.Container.ID != KeySlot ||
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!_tagSystem.HasTag(args.Entity, "VehicleKey"))
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return;
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// Enable vehicle
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var inVehicle = EnsureComp<InVehicleComponent>(args.Entity);
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inVehicle.Vehicle = component;
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component.HasKey = true;
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var msg = Loc.GetString("vehicle-use-key",
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("keys", args.Entity), ("vehicle", uid));
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if (_netManager.IsServer)
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_popupSystem.PopupEntity(msg, uid, args.OldParent, PopupType.Medium);
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// Audiovisual feedback
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_ambientSound.SetAmbience(uid, true);
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_tagSystem.AddTag(uid, "DoorBumpOpener");
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_modifier.RefreshMovementSpeedModifiers(uid);
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}
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/// <summary>
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/// Turn off the engine when key is removed.
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/// </summary>
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private void OnEntRemoved(EntityUid uid, VehicleComponent component, EntRemovedFromContainerMessage args)
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{
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if (args.Container.ID != KeySlot || !RemComp<InVehicleComponent>(args.Entity))
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return;
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// Disable vehicle
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component.HasKey = false;
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_ambientSound.SetAmbience(uid, false);
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_tagSystem.RemoveTag(uid, "DoorBumpOpener");
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_modifier.RefreshMovementSpeedModifiers(uid);
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}
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private void OnRefreshMovementSpeedModifiers(EntityUid uid, VehicleComponent component, RefreshMovementSpeedModifiersEvent args)
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{
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if (!component.HasKey)
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{
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args.ModifySpeed(0f, 0f);
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}
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}
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// TODO: Shitcode, needs to use sprites instead of actual offsets.
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private void OnMoveEvent(EntityUid uid, VehicleComponent component, ref MoveEvent args)
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{
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if (args.NewRotation == args.OldRotation)
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return;
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// This first check is just for safety
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if (component.AutoAnimate && !HasComp<InputMoverComponent>(uid))
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{
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UpdateAutoAnimate(uid, false);
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return;
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}
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UpdateBuckleOffset(uid, args.Component, component);
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if (TryComp<InputMoverComponent>(uid, out var mover))
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UpdateDrawDepth(uid, GetDrawDepth(args.Component, component, mover.RelativeRotation));
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}
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private void OnGettingPickedUpAttempt(EntityUid uid, InVehicleComponent component, GettingPickedUpAttemptEvent args)
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{
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if (component.Vehicle == null || component.Vehicle.Rider != null && component.Vehicle.Rider != args.User)
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args.Cancel();
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}
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/// <summary>
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/// Depending on which direction the vehicle is facing,
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/// change its draw depth. Vehicles can choose between special drawdetph
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/// when facing north or south. East and west are easy.
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/// </summary>
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private int GetDrawDepth(TransformComponent xform, VehicleComponent component, Angle cameraAngle)
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{
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var itemDirection = cameraAngle.GetDir() switch
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{
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Direction.South => xform.LocalRotation.GetDir(),
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Direction.North => xform.LocalRotation.RotateDir(Direction.North),
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Direction.West => xform.LocalRotation.RotateDir(Direction.East),
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Direction.East => xform.LocalRotation.RotateDir(Direction.West),
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_ => Direction.South
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};
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return itemDirection switch
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{
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Direction.North => component.NorthOver
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? (int) DrawDepth.DrawDepth.Doors
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: (int) DrawDepth.DrawDepth.WallMountedItems,
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Direction.South => component.SouthOver
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? (int) DrawDepth.DrawDepth.Doors
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: (int) DrawDepth.DrawDepth.WallMountedItems,
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Direction.West => component.WestOver
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? (int) DrawDepth.DrawDepth.Doors
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: (int) DrawDepth.DrawDepth.WallMountedItems,
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Direction.East => component.EastOver
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? (int) DrawDepth.DrawDepth.Doors
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: (int) DrawDepth.DrawDepth.WallMountedItems,
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_ => (int) DrawDepth.DrawDepth.WallMountedItems
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};
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}
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/// <summary>
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/// Change the buckle offset based on what direction the vehicle is facing and
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/// teleport any buckled entities to it. This is the most crucial part of making
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/// buckled vehicles work.
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/// </summary>
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private void UpdateBuckleOffset(EntityUid uid, TransformComponent xform, VehicleComponent component)
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{
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if (!TryComp<StrapComponent>(uid, out var strap))
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return;
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// TODO: Strap should handle this but buckle E/C moment.
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var oldOffset = strap.BuckleOffset;
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strap.BuckleOffset = xform.LocalRotation.Degrees switch
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{
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< 45f => new(0, component.SouthOverride),
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<= 135f => component.BaseBuckleOffset,
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< 225f => new(0, component.NorthOverride),
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<= 315f => new(component.BaseBuckleOffset.X * -1, component.BaseBuckleOffset.Y),
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_ => new(0, component.SouthOverride)
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};
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if (!oldOffset.Equals(strap.BuckleOffset))
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Dirty(strap);
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foreach (var buckledEntity in strap.BuckledEntities)
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{
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var buckleXform = Transform(buckledEntity);
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_transform.SetLocalPositionNoLerp(buckleXform, strap.BuckleOffsetClamped);
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}
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}
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private void OnGetAdditionalAccess(EntityUid uid, VehicleComponent component, ref GetAdditionalAccessEvent args)
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{
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if (component.Rider == null)
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return;
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var rider = component.Rider.Value;
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|
|
|
args.Entities.Add(rider);
|
|
_access.FindAccessItemsInventory(rider, out var items);
|
|
args.Entities.UnionWith(items);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Set the draw depth for the sprite.
|
|
/// </summary>
|
|
private void UpdateDrawDepth(EntityUid uid, int drawDepth)
|
|
{
|
|
Appearance.SetData(uid, VehicleVisuals.DrawDepth, drawDepth);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Set whether the vehicle's base layer is animating or not.
|
|
/// </summary>
|
|
private void UpdateAutoAnimate(EntityUid uid, bool autoAnimate)
|
|
{
|
|
Appearance.SetData(uid, VehicleVisuals.AutoAnimate, autoAnimate);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Stores the vehicle's draw depth mostly
|
|
/// </summary>
|
|
[Serializable, NetSerializable]
|
|
public enum VehicleVisuals : byte
|
|
{
|
|
/// <summary>
|
|
/// What layer the vehicle should draw on (assumed integer)
|
|
/// </summary>
|
|
DrawDepth,
|
|
/// <summary>
|
|
/// Whether the wheels should be turning
|
|
/// </summary>
|
|
AutoAnimate,
|
|
HideRider
|
|
}
|
|
|
|
/// <summary>
|
|
/// Raised when someone honks a vehicle horn
|
|
/// </summary>
|
|
public sealed partial class HonkActionEvent : InstantActionEvent
|
|
{
|
|
}
|