Files
wwdpublic/Content.Client/Standing/LayingDownSystem.cs
Spatison 54086988e3 Mass clean up (#587)
* mass clean up

(cherry picked from commit 12bb873b02c1ef50e20763542b030452cc0613da)

* Revert "Centrifuge buff (#393)"

This reverts commit 2a59a18230.

(cherry picked from commit 9ee495ab4bb365e1ccd3dc627ecb55114fea6944)

* Shoving merge conflict

* fix rich traitor

* fix test

* yml

* fix test

* fix test

* ohh
2025-06-16 20:35:48 +03:00

91 lines
3.6 KiB
C#

using Content.Shared._White.Move;
using Content.Shared.Buckle;
using Content.Shared.Rotation;
using Content.Shared.Standing;
using Robust.Client.GameObjects;
using Robust.Client.Graphics;
using Robust.Shared.Configuration;
using Robust.Shared.Timing;
namespace Content.Client.Standing;
public sealed class LayingDownSystem : SharedLayingDownSystem
{
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly IEyeManager _eyeManager = default!;
[Dependency] private readonly StandingStateSystem _standing = default!;
[Dependency] private readonly AnimationPlayerSystem _animation = default!;
[Dependency] private readonly SharedBuckleSystem _buckle = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<LayingDownComponent, MoveEventProxy>(OnMovementInput); // WD EDIT
SubscribeNetworkEvent<CheckAutoGetUpEvent>(OnCheckAutoGetUp);
}
public override void Update(float frameTime)
{
// Update draw depth of laying down entities as necessary
var query = EntityQueryEnumerator<LayingDownComponent, StandingStateComponent, SpriteComponent>();
while (query.MoveNext(out var uid, out var layingDown, out var standing, out var sprite))
{
// Do not modify the entities draw depth if it's modified externally
if (sprite.DrawDepth != layingDown.NormalDrawDepth && sprite.DrawDepth != layingDown.CrawlingUnderDrawDepth)
continue;
sprite.DrawDepth = standing.CurrentState is StandingState.Lying && layingDown.IsCrawlingUnder
? layingDown.CrawlingUnderDrawDepth
: layingDown.NormalDrawDepth;
}
query.Dispose();
}
private void OnMovementInput(EntityUid uid, LayingDownComponent component, MoveEventProxy args) // WD EDIT
{
if (!_timing.IsFirstTimePredicted
|| !_standing.IsDown(uid)
|| _buckle.IsBuckled(uid)
|| _animation.HasRunningAnimation(uid, "rotate")
|| !TryComp<TransformComponent>(uid, out var transform)
|| !TryComp<SpriteComponent>(uid, out var sprite)
|| !TryComp<RotationVisualsComponent>(uid, out var rotationVisuals))
return;
var rotation = transform.LocalRotation + (_eyeManager.CurrentEye.Rotation - (transform.LocalRotation - transform.WorldRotation));
if (rotation.GetDir() is Direction.SouthEast or Direction.East or Direction.NorthEast or Direction.North)
{
rotationVisuals.HorizontalRotation = Angle.FromDegrees(270);
sprite.Rotation = Angle.FromDegrees(270);
return;
}
rotationVisuals.HorizontalRotation = Angle.FromDegrees(90);
sprite.Rotation = Angle.FromDegrees(90);
}
private void OnCheckAutoGetUp(CheckAutoGetUpEvent ev, EntitySessionEventArgs args)
{
if (!_timing.IsFirstTimePredicted)
return;
var uid = GetEntity(ev.User);
if (!TryComp<TransformComponent>(uid, out var transform) || !TryComp<RotationVisualsComponent>(uid, out var rotationVisuals))
return;
var rotation = transform.LocalRotation + (_eyeManager.CurrentEye.Rotation - (transform.LocalRotation - transform.WorldRotation));
if (rotation.GetDir() is Direction.SouthEast or Direction.East or Direction.NorthEast or Direction.North)
{
rotationVisuals.HorizontalRotation = Angle.FromDegrees(270);
return;
}
rotationVisuals.HorizontalRotation = Angle.FromDegrees(90);
}
}