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https://github.com/space-syndicate/space-station-14.git
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* Scope creep my ass * why was this shit not pushed???? * gone... * fix that * review plus buildd * asfsafsafsafsafas * grug * burber * I'll fix this later * shrimply die * also this * it's snerf or snuthin * assaads * round snend * aaaa * fix this shit for real * actually, don't start GameRules until MapInit now that I think aboot it. * forgot u * don't actually need this part nullable * Deffer comp removal * one liner * do that too * chungus * Honestly makes more sense here, plus WHY are we doing all that shit on "GameRuleAdded" rather than GameRuleStarted(?) * deferred removal :V * aaaaaaaaaaaaaaa * whhop * Whoop * better * landmine that I placed for myself then forgot about lmao * cleanup * FUCKING `!` * gotovo * amogus * please don't check by metadata I beg * waawsasfdfsasfa * sfafsasfafsas * fdsaasffsasfa * code * fix * fasasffasfasfsad * chungaas * I may be stupid * gra * graaaaaaaaaaaaaaaaa * comment * gra * clearing is not predicted and would require major refactors, so don't cache on client. * lame shit :P * last holes * nukeopsfsafsasafsfafsa * why was that shit public bruh * bubrbgwahrghfaka * dynamic * revert change that did nothing lmao
44 lines
1.7 KiB
C#
44 lines
1.7 KiB
C#
using Content.Shared.Station.Components;
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using Robust.Shared.Physics.Systems;
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using Robust.Shared.Random;
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using Robust.Shared.Physics.Components;
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using Content.Shared.Random.Helpers;
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using Content.Shared.Station.Systems;
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using Robust.Shared.Timing;
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namespace Content.Shared.Station;
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public sealed partial class FlingTowardStationSystem : EntitySystem
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{
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[Dependency] private SharedPhysicsSystem _physics = default!;
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[Dependency] private StationSystem _station = default!;
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[Dependency] private SharedTransformSystem _transform = default!;
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[Dependency] private IGameTiming _timing = default!;
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[SubscribeLocalEvent]
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private void OnMapInit(Entity<FlingTowardStationComponent> ent, ref MapInitEvent args)
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{
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if (_station.GetStations().Count == 0)
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return;
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// fetch the station's grid
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var random = SharedRandomExtensions.PredictedRandom(_timing, GetNetEntity(ent.Owner));
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var station = random.Pick(_station.GetStations());
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var grid = _station.GetLargestGrid(station.AsNullable());
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if (grid == null)
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return;
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var stationPosition = _transform.GetMapCoordinates(grid.Value);
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var entPosition = _transform.GetMapCoordinates(ent.Owner);
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if (!TryComp<PhysicsComponent>(grid.Value, out var gridPhys))
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return;
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// calculate the offset from the center of mass of the station to the body
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var offset = entPosition.Position - _transform.GetWorldRotation(grid.Value).RotateVec(gridPhys.LocalCenter) - stationPosition.Position;
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if (!TryComp<PhysicsComponent>(ent.Owner, out var physics))
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return;
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_physics.ApplyLinearImpulse(ent.Owner, -offset.Normalized() * ent.Comp.Speed * physics.Mass, body: physics);
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}
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}
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