mirror of
https://github.com/WWhiteDreamProject/wwdpublic.git
synced 2026-04-27 18:47:52 +03:00
# Description
Fixed some logic issues on downed entities, as beds and being carried
would change their draw depth to a SmallMobs without setting it back
appropriately.
---
# Changelog
🆑 Mocho
- fix: Fixed downed entities having their draw depth set incorrectly
after being picked up, or laying on a bed.
95 lines
3.4 KiB
C#
95 lines
3.4 KiB
C#
using Content.Shared.Buckle;
|
|
using Content.Shared.Rotation;
|
|
using Content.Shared.Standing;
|
|
using Robust.Client.GameObjects;
|
|
using Robust.Client.Graphics;
|
|
using Robust.Shared.Timing;
|
|
using DrawDepth = Content.Shared.DrawDepth.DrawDepth;
|
|
|
|
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, MoveEvent>(OnMovementInput);
|
|
SubscribeNetworkEvent<DrawDownedEvent>(OnDowned);
|
|
SubscribeNetworkEvent<DrawStoodEvent>(OnStood);
|
|
|
|
SubscribeNetworkEvent<CheckAutoGetUpEvent>(OnCheckAutoGetUp);
|
|
}
|
|
|
|
private void OnMovementInput(EntityUid uid, LayingDownComponent component, MoveEvent args)
|
|
{
|
|
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 OnDowned(DrawDownedEvent args)
|
|
{
|
|
var uid = GetEntity(args.Uid);
|
|
if (!TryComp<SpriteComponent>(uid, out var sprite)
|
|
|| !TryComp<LayingDownComponent>(uid, out var component))
|
|
return;
|
|
|
|
sprite.DrawDepth = component.CrawlingDrawDepth;
|
|
}
|
|
|
|
private void OnStood(DrawStoodEvent args)
|
|
{
|
|
var uid = GetEntity(args.Uid);
|
|
if (!TryComp<SpriteComponent>(uid, out var sprite)
|
|
|| !TryComp<LayingDownComponent>(uid, out var component))
|
|
return;
|
|
|
|
sprite.DrawDepth = component.NormalDrawDepth;
|
|
}
|
|
|
|
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);
|
|
}
|
|
}
|