mirror of
https://github.com/WWhiteDreamProject/wwdpublic.git
synced 2026-04-17 13:37:47 +03:00
* Mass Bug Fixing (#1256)
<!--
This is a semi-strict format, you can add/remove sections as needed but
the order/format should be kept the same
Remove these comments before submitting
-->
# Description
<!--
Explain this PR in as much detail as applicable
Some example prompts to consider:
How might this affect the game? The codebase?
What might be some alternatives to this?
How/Who does this benefit/hurt [the game/codebase]?
-->
Mass bug fixing, for bugs related to #1220.
Feel free to link or send bugs.
Fix list:
- #1242
- #1243
- #1244
- https://github.com/space-wizards/space-station-14/pull/28084
- https://github.com/space-wizards/space-station-14/pull/28282
- Actually fixed PirateRadioSpawnRule heisentest (with a bandaid) (I
cancel if it's 0)
- https://github.com/Simple-Station/Einstein-Engines/issues/1263
---
# Changelog
<!--
You can add an author after the `🆑` to change the name that appears
in the changelog (ex: `🆑 Death`)
Leaving it blank will default to your GitHub display name
This includes all available types for the changelog
-->
🆑
- fix: Fixed chair visuals drawing depth wrongly if you sat in a
north-facing chair.
- fix: Fixed buckling doing several buckles each time you did one.
- fix: Fixed the magic mirror.
- fix: Fixed beds re-positioning you every few seconds.
- fix: Fixed E not opening containers that are in another container.
- fix: Fixed disposal systems not flushing or ejecting properly.
---------
Co-authored-by: sleepyyapril <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>
Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
(cherry picked from commit 41501bd335c5e1e2e65b5d2ad040a3ae6851d4e8)
* Automatic Changelog Update (#1256)
(cherry picked from commit 9798f5363135cbe71479d0a14cf3215d01ed28f0)
* fix
* Fix animation looping bugs. (#29457)
Summary of the problem is in the corresponding engine commit: a4ea5a4620
This commit requires engine master right now.
I think #29144 is probably the most severe one, but I touched Jittering and RotatingLight too since they seemed sus too.
Fixes #29144
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
(cherry picked from commit 8d015f5c9ff60107dccdf35fa48e1558728ff269)
* Fix arcade machines (#30376)
(cherry picked from commit e72393df712cb2f5d1b4f6b4e2dc417c5584f07a)
* fix
* fix test
* fix test
* fix test
* fix
---------
Co-authored-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com>
Co-authored-by: SimpleStation Changelogs <simplestation14@users.noreply.github.com>
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
Co-authored-by: themias <89101928+themias@users.noreply.github.com>
76 lines
2.8 KiB
C#
76 lines
2.8 KiB
C#
using System.Numerics;
|
|
using Content.Client.Buckle;
|
|
using Content.Client.Gravity;
|
|
using Content.Shared._White.Animations;
|
|
using Content.Shared.Movement.Components;
|
|
using Content.Shared.Standing;
|
|
using Robust.Client.Animations;
|
|
using Robust.Client.GameObjects;
|
|
using Robust.Shared.Animations;
|
|
|
|
namespace Content.Client._White.Animations;
|
|
|
|
public sealed class WaddleAnimationSystem : SharedWaddleAnimationSystem
|
|
{
|
|
[Dependency] private readonly AnimationPlayerSystem _animation = default!;
|
|
[Dependency] private readonly StandingStateSystem _standingState = default!;
|
|
[Dependency] private readonly GravitySystem _gravity = default!;
|
|
[Dependency] private readonly BuckleSystem _buckle = default!;
|
|
|
|
public override void Initialize()
|
|
{
|
|
SubscribeAllEvent<StartedWaddlingEvent>(ev => PlayAnimation(GetEntity(ev.User)));
|
|
}
|
|
|
|
protected override void PlayAnimation(EntityUid uid)
|
|
{
|
|
if (!Timing.IsFirstTimePredicted
|
|
|| !TryComp<WaddleAnimationComponent>(uid, out var component)
|
|
|| !TryComp<InputMoverComponent>(uid, out var mover)
|
|
|| _animation.HasRunningAnimation(uid, component.KeyName)
|
|
|| _standingState.IsDown(uid)
|
|
|| _gravity.IsWeightless(uid)
|
|
|| _buckle.IsBuckled(uid))
|
|
return;
|
|
|
|
var tumbleIntensity = component.LastStep ? 360 - component.TumbleIntensity : component.TumbleIntensity;
|
|
var len = mover.Sprinting ? component.AnimationLength * component.RunAnimationLengthMultiplier : component.AnimationLength;
|
|
|
|
component.LastStep = !component.LastStep;
|
|
|
|
var animation = new Animation()
|
|
{
|
|
Length = TimeSpan.FromSeconds(len),
|
|
AnimationTracks =
|
|
{
|
|
new AnimationTrackComponentProperty()
|
|
{
|
|
ComponentType = typeof(SpriteComponent),
|
|
Property = nameof(SpriteComponent.Rotation),
|
|
InterpolationMode = AnimationInterpolationMode.Linear,
|
|
KeyFrames =
|
|
{
|
|
new(Angle.FromDegrees(0), 0),
|
|
new(Angle.FromDegrees(tumbleIntensity), len/3),
|
|
new(Angle.FromDegrees(0), len/3),
|
|
}
|
|
},
|
|
new AnimationTrackComponentProperty()
|
|
{
|
|
ComponentType = typeof(SpriteComponent),
|
|
Property = nameof(SpriteComponent.Offset),
|
|
InterpolationMode = AnimationInterpolationMode.Linear,
|
|
KeyFrames =
|
|
{
|
|
new(new Vector2(), 0),
|
|
new(component.HopIntensity, len/3),
|
|
new(new Vector2(), len/3),
|
|
}
|
|
}
|
|
}
|
|
};
|
|
|
|
_animation.Play(uid, animation, component.KeyName);
|
|
}
|
|
}
|