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* Content side new physics structure * BroadPhase outline done * But we need to fix WorldAABB * Fix static pvs AABB * Fix import * Rando fixes * B is for balloon * Change human mob hitbox to circle * Decent movement * Start adding friction to player controller I think it's the best way to go about it to keep other objects somewhat consistent for physics. * This baby can fit so many physics bugs in it. * Slight mob mover optimisations. * Player mover kinda works okay. * Beginnings of testbed * More testbed * Circlestack bed * Namespaces * BB fixes * Pull WorldAABB * Joint pulling * Semi-decent movement I guess. * Pulling better * Bullet controller + old movement * im too dumb for this shit * Use kinematic mob controller again It's probably for the best TBH * Stashed shitcode * Remove SlipController * In which movement code is entirely refactored * Singularity fix * Fix ApplyLinearImpulse * MoveRelay fix * Fix door collisions * Disable subfloor collisions Saves on broadphase a fair bit * Re-implement ClimbController * Zumzum's pressure * Laggy item throwing * Minor atmos change * Some caching * Optimise controllers * Optimise CollideWith to hell and back * Re-do throwing and tile friction * Landing too * Optimise controllers * Move CCVars and other stuff swept is beautiful * Cleanup a bunch of controllers * Fix shooting and high pressure movement controller * Flashing improvements * Stuff and things * Combat collisions * Combat mode collisions * Pulling distance joint again * Cleanup physics interfaces * More like scuffedularity * Shit's fucked * Haha tests go green * Bigmoneycrab Co-authored-by: Metal Gear Sloth <[email protected]>
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Content.Client/GameObjects/Components/Movement/PlayerInputMoverComponent.cs
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Content.Client/GameObjects/Components/Projectiles/ThrownItemComponent.cs
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#nullable enable | ||
using Content.Shared.GameObjects.Components.Movement; | ||
using Content.Shared.Physics.Controllers; | ||
using Robust.Client.Player; | ||
using Robust.Shared.GameObjects; | ||
using Robust.Shared.IoC; | ||
using Robust.Shared.Physics.Dynamics; | ||
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namespace Content.Client.Physics.Controllers | ||
{ | ||
public sealed class MoverController : SharedMoverController | ||
{ | ||
[Dependency] private readonly IPlayerManager _playerManager = default!; | ||
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public override void UpdateBeforeSolve(bool prediction, float frameTime) | ||
{ | ||
base.UpdateBeforeSolve(prediction, frameTime); | ||
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var player = _playerManager.LocalPlayer?.ControlledEntity; | ||
if (player == null || | ||
!player.TryGetComponent(out IMoverComponent? mover) || | ||
!player.TryGetComponent(out PhysicsComponent? body)) return; | ||
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body.Predict = true; // TODO: equal prediction instead of true? | ||
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// Server-side should just be handled on its own so we'll just do this shizznit | ||
if (player.TryGetComponent(out IMobMoverComponent? mobMover)) | ||
{ | ||
HandleMobMovement(mover, body, mobMover); | ||
return; | ||
} | ||
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HandleKinematicMovement(mover, body); | ||
} | ||
} | ||
} |
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