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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
81 lines
2.1 KiB
C#
81 lines
2.1 KiB
C#
using System.Numerics;
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namespace Content.Shared.Shuttles.Components;
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[RegisterComponent]
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public sealed partial class ShuttleComponent : Component
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{
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[ViewVariables]
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public bool Enabled = true;
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[ViewVariables]
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public Vector2[] CenterOfThrust = new Vector2[4];
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/// <summary>
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/// Thrust gets multiplied by this value if it's for braking.
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/// </summary>
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[DataField]
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public const float BrakeCoefficient = 1.5f;
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/// <summary>
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/// Maximum velocity.
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/// </summary>
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[DataField]
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public float BaseMaxLinearVelocity = 60f;
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[DataField]
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public const float MaxAngularVelocity = 4f;
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/// <summary>
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/// The cached thrust available for each cardinal direction
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/// </summary>
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[ViewVariables]
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public readonly float[] LinearThrust = new float[4];
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/// <summary>
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/// The thrusters contributing to each direction for impulse.
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/// </summary>
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// No touchy
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public readonly List<EntityUid>[] LinearThrusters = new List<EntityUid>[]
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{
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new(),
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new(),
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new(),
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new(),
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};
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/// <summary>
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/// The thrusters contributing to the angular impulse of the shuttle.
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/// </summary>
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public readonly List<EntityUid> AngularThrusters = new();
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[ViewVariables]
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public float AngularThrust = 0f;
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/// <summary>
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/// A bitmask of all the directions we are considered thrusting.
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/// </summary>
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[ViewVariables]
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public DirectionFlag ThrustDirections = DirectionFlag.None;
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/// <summary>
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/// Base damping modifier applied to the shuttle's physics component when not in FTL.
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/// </summary>
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[DataField]
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public float BodyModifier = 0.25f;
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/// <summary>
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/// Final Damping Modifier for a shuttle.
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/// This value is set to 0 during FTL. And to BodyModifier when not in FTL.
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/// </summary>
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[DataField]
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public float DampingModifier;
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/// <summary>
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/// Optional override for the FTL cooldown for this shuttle.
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/// If not null, then the value will be used instead of the shuttle.cooldown CCVar.
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/// </summary>
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[DataField]
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public TimeSpan? FTLCooldownOverride = null;
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}
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