Files
wwdpublic/Content.Shared/Movement/Components/WaddleAnimationComponent.cs
Spatison 2fd69f53e3 [Fix] Mass Bug Fix (#130)
* Mass Bug Fixing (#1256)

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# Description

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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

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🆑
- 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>
2024-11-25 01:20:13 +07:00

61 lines
1.9 KiB
C#

using System.Numerics;
using Robust.Shared.Serialization;
namespace Content.Shared.Movement.Components;
// WD EDIT START
/// <summary>
/// Declares that an entity has started to waddle like a duck/clown.
/// </summary>
/// <param name="user">The newly be-waddled.</param>
[Serializable, NetSerializable]
public sealed class StartedWaddlingEvent(NetEntity user) : EntityEventArgs
{
public NetEntity User = user;
}
// WD EDIT END
/// <summary>
/// Defines something as having a waddle animation when it moves.
/// </summary>
[RegisterComponent]
public sealed partial class WaddleAnimationComponent : Component
{
/// <summary>
/// What's the name of this animation? Make sure it's unique so it can play along side other animations.
/// This prevents someone accidentally causing two identical waddling effects to play on someone at the same time.
/// </summary>
[DataField]
public string KeyName = "Waddle";
///<summary>
/// How high should they hop during the waddle? Higher hop = more energy.
/// </summary>
[DataField]
public Vector2 HopIntensity = new(0, 0.25f);
/// <summary>
/// How far should they rock backward and forward during the waddle?
/// Each step will alternate between this being a positive and negative rotation. More rock = more scary.
/// </summary>
[DataField]
public float TumbleIntensity = 20.0f;
/// <summary>
/// How long should a complete step take? Less time = more chaos.
/// </summary>
[DataField]
public float AnimationLength = 0.66f;
/// <summary>
/// How much shorter should the animation be when running?
/// </summary>
[DataField]
public float RunAnimationLengthMultiplier = 0.568f;
/// <summary>
/// Stores which step we made last, so if someone cancels out of the animation mid-step then restarts it looks more natural.
/// </summary>
public bool LastStep;
}