2025-05-02 01:18:08 -07:00
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using Content.Shared.CCVar;
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2022-01-10 17:37:20 +13:00
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using Content.Shared.Inventory;
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2021-11-01 23:24:00 +11:00
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using Content.Shared.Movement.Components;
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2025-07-19 16:54:42 -07:00
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using Content.Shared.Standing;
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2025-05-02 01:18:08 -07:00
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using Robust.Shared.Configuration;
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2023-04-03 15:31:00 +12:00
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using Robust.Shared.Timing;
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2021-11-01 23:24:00 +11:00
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2022-06-24 17:44:30 +10:00
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namespace Content.Shared.Movement.Systems
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2021-11-01 23:24:00 +11:00
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{
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public sealed class MovementSpeedModifierSystem : EntitySystem
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{
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly IConfigurationManager _configManager = default!;
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2025-05-02 01:18:08 -07:00
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private float _frictionModifier;
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private float _airDamping;
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private float _offGridDamping;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<MovementSpeedModifierComponent, MapInitEvent>(OnModMapInit);
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2025-07-19 16:54:42 -07:00
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SubscribeLocalEvent<MovementSpeedModifierComponent, DownedEvent>(OnDowned);
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SubscribeLocalEvent<MovementSpeedModifierComponent, StoodEvent>(OnStand);
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2025-05-02 01:18:08 -07:00
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Subs.CVar(_configManager, CCVars.TileFrictionModifier, value => _frictionModifier = value, true);
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Subs.CVar(_configManager, CCVars.AirFriction, value => _airDamping = value, true);
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Subs.CVar(_configManager, CCVars.OffgridFriction, value => _offGridDamping = value, true);
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}
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private void OnModMapInit(Entity<MovementSpeedModifierComponent> ent, ref MapInitEvent args)
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{
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// TODO: Dirty these smarter.
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ent.Comp.WeightlessAcceleration = ent.Comp.BaseWeightlessAcceleration;
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ent.Comp.WeightlessModifier = ent.Comp.BaseWeightlessModifier;
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ent.Comp.WeightlessFriction = _airDamping * ent.Comp.BaseWeightlessFriction;
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ent.Comp.WeightlessFrictionNoInput = _airDamping * ent.Comp.BaseWeightlessFriction;
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ent.Comp.OffGridFriction = _offGridDamping * ent.Comp.BaseWeightlessFriction;
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ent.Comp.Acceleration = ent.Comp.BaseAcceleration;
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ent.Comp.Friction = _frictionModifier * ent.Comp.BaseFriction;
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ent.Comp.FrictionNoInput = _frictionModifier * ent.Comp.BaseFriction;
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Dirty(ent);
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}
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2025-07-19 16:54:42 -07:00
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private void OnDowned(Entity<MovementSpeedModifierComponent> entity, ref DownedEvent args)
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{
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RefreshFrictionModifiers(entity);
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RefreshMovementSpeedModifiers(entity);
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}
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private void OnStand(Entity<MovementSpeedModifierComponent> entity, ref StoodEvent args)
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{
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RefreshFrictionModifiers(entity);
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RefreshMovementSpeedModifiers(entity);
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}
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Changeling devour and transform (#34002)
* Initial:
Create Devour componentry, preliminary identity storage and the systems
for Devouring
* I have genuinely no idea what i'm doing
- added the radial menu, it has nothing in it.
- trying to get it to populate. the event under the event is broken,
i don't know why, but apparently it's not typed right
- Added a placeholder transform
- oh also fixed up some devour stuff and moved some things around.
* Holey moley, Transform, better devour, oh my!
- Move DnaComponent into Shared because we need it for the DNA cloning
- Make Transform MOSTLY work on the LAST identity devoured.
- Fix some issues on devour that involved prediction, canceling and
Damage exeucting (Thanks Plykiya for pointing out AttemptFrequency!)
* Proper tail stealing and Damage modifier attempt
Add check to add a wagging component on the Changeling if the victim's
species Prototype had one.
attempt to add the Damage mitigation check
* MAJOR CLEANUP AND FIXES AUGH 3 DAYS!!!
- Nullspaced a clone of a victim
- fix audio using server virtualized Pvs (i hate this)
- fix the mispredicted doafters
- Clean up a wholelotta code
- utilize clone systems to clone appearances
- Move CloneAppearance from server to shared So we can actually access
it
* Examine stuff, more cleanup, Jumpsuit ripping
- make rotting prevent the action
- Add ripping of clothing (guh why is it also server)
- add some System stuff for pushing husked corpse inspection
- clean up more badcode
* Doing things properly, UI sorta kinda works.
- Utilize Relayed events for Devour checking
- Get a UI that partially works, Says the name of identities, doesn't
show their looks
- Make use of the New Dynamic BUI assignment
- commit the sin of no client prediction cause nullspace entities aren't
networked
* Got an entity for the Frontend transform
Issue with the looks
* Stick a camera into a fake mobs forehead
- Get the UI to see the net entity in pause space by using a
ViewSubscriber to get the Pvs from the initially stored identity entity
- Remove all the other parts used to try to get this to work before hand
* Raaaaadiallllllls also fix protection coefficents
- Change FancyWindow to Radial
- Fix Issue where coeffeient checking was the wrong way round
* absolutely massive cleanup, no more camera in mobs
- cleaned up event variables that are not needed
- Removed the use of a Pause space and go back to Nullspace usage
- use a PvsOverride rather than ViewSharing
- Remove old commented out code and Lots of unused code
* Fix "Ui elements" dying on the screen
- some minor cleanup
- don't start the entities that get cloned
* ftl, cleanup, and fixing missing transform details
- add replace functionality to TypingIndicatorSystem and
BodyEmotesSystem
- add placeholder sounds and functions to TransformBodyEmotes
- add extra Pvs handling for later use
- attributions for the funny straw sound
- Sound collections for all of the sounds
- various cleanups
* Some extra cleanup
* Fix some false assumptions about TypingIndicator
- Bubbles now transfer on spawned humans rather than used humans
- Clean up YET MORE CODE
- make it so you can't eat yourself
* Oooprs, forgot to add a Husked Corpse Loc
* Missing period in the husked corpse loc
* bad devour windup placeholder
* Husking and WIP Lungs
- Husking now will be prevented from Revival fully and will change
the appearance of players
* Add finalized Sprites for actions and final meta
- add devour on and off sprites
- add transform action sprite
- Add Armblade sprite for future use
- Credit obscenelytinyshark for the sprites <3
* Remove ling lungs, Entity<> everything
- Remove the ling lungs stuff for now... body system is overly
complicated, makes my head hurt
- Switch every method to use Entity<> from Uid, Comp format
* cleanup, admin logging, WIP Roles
* Admin verb, Roundstart, gamerule stuff
- add a Admin verb to make Changelingification easy!
- Add game rule stuff for admin verb and to tell the hapless
goober how to be a changeling... sorta
- clean up parts to make VV easy... USE THE VERB!!
* Armor Coefficent Check
- Remove bespoke changeling armor check and replace it
with a generic armor coefficient query.
* move to UnrevivableComponent instead of husked
- Move UnrevivableComponent to shared
- add Analyzable and ReasonMessage to UnrevivableComponent
to give granular control of the message and whether or not it shows up
in the analyzer
- remove the check for HuskedComponent in DefibrillatorSystem
* aaaaaaa CopyComp
- Some cleanup
- make Vocal system shared
- make VocalSystem Not make more Actions than it needs
- Use some code from ChameleonProjector so we can copy components
- partially ungod method the Transform system
* Cleanup, Moving more things to CopyComp
- TransformBodyEmotes now uses CopyComp (it's a server component so i
need to tell the server to deal with it
- TypingIndicatorComponent also now uses CopyComp
- cleaned up old, now unused "replace" methods in favor of CopyComp
- BodyEmotesSystem now has a publically accessable LoadSounds to deal
with the same problem Screaming had
* WIP
* Devour Windup noise, ForensicsSystem cleanup
* Revert VocalSystem Changes
- Reverted Moving VocalSystem to shared, copy comp acomplishes it
- added component.ScreamActionEntity = null; for copy comp
* cleanup unneeded comments
* revert an accidental line removal
* Remove duplicate SharedHumanoidAppearanceSystem
* Cleanup Typo's and import Forensics components for Dna
* Some more forensics calls
* cleanup use CopyComp for now until CopyComps
* CR cleanup
* Undo some SharedHumanoidAppearanceSystem changes
* Confound these spaces
* Some Copycomp stuff and fixing some PVS override
* use the proper TryCopyComps that are merged
* Change TransformMenu with RadialWithSector
* All sounds done, Fix lack of typing indicator issue
* Updated attributions to include used sound authors
* some ftl typos and mind_role text issue
* DNA, Screaming, appearance, grammar, wagging
- reduced all of the above using ApplyComponentChanges
- Issue still remains with bodyEmotes sticking around in the UI
* Fix UI stuff, partials, entprotoid, good practices
- bunch of partials added
- UI now has a predicted message
- EntProtoID in the admin verb
- RipClothing now uses Entity<ButcherableComponent>
- husking is now optional (off by default) for testing/till we have
hivemind/when we figure out what were doing with devour
- remove TransformGrammarSet
* More CR stuff and documentation
- Make TargetIsProtected less of a meme, with a prototype
set of DamageTypes to check
- Documenation everywhere
- Move DevourEvents into its own file
* Predicted sounds and fix the comp clone list
- Made all start and stop sounds shared
- Split out the rest of the events and UI stuff into subfiles
- Fixed some Clone comp list issues where comments had -'s causing them
to be read incorrectly
* Damage cap check, Identity Shutdown cleanup, cleanup
* Sound stuff (but actually this time)
* Missed documentation
* Missed Documentation and a EntProtoId
* Remove unused dependency
* Remove a nullcheck
* Some dummy minplayers
* CR - Husked now uses a rem/ensure
* Update Actions in the Prototype
* Fixup mindswap handover
- cleanup and handover PVS on mindswap
* Fixup Missing meta from accidental "Take-theirs"
* Add the Armblade to the roundstart-role
* Cleanup, CR (everything but the UI and renames)
* missed a spot
* missed some more whitespace
* Renames
* Primary constructor and a space in these trying times
* User interface stuff for Slime transformation
* popup prediction
* Ling devour no longer makes duplicate identities
- added a key to identities to the original victim
- Add some extra clone settings
* add guard statements to OnClones
* SentOnlyToOwner additions
* fix for sound stoppage error
* Move Organ deleter into soon to be atomized husk
* clone event inventory
* mono sounds
* lower sound volume
* Fix networked sound warning
* Clone comps thing
* review
* attributions
* Fix clobbered changes
* I'm gonna weh out
- whole bunch of CR changes
* fix some very buggy git
* okay its fixed
* address most review points
* fix inventory
* we hate entityuids
* fix test and more cleanup
* move this
* fix more stuff
* fix validation and rootable
* Remove Quickswitch due to some UI quirks
* oops left out some better explanation
* remove dangling LastConsumed component fields
* fix test fail
* try this
* cleanup cloning subscriptions, add movement speed modifier
* fix slime storage
* fix cloning setting inheritance
* Add session information to transform admin logs
* slay the integration test hydra
* dwarf size
* more volume tweaks
* comments
* improve comments and unpredict deletion due to errors when shutting down the server
* fix displancement cloning
---------
Co-authored-by: ScarKy0 <scarky0@onet.eu>
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
2025-08-06 16:55:49 -03:00
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/// <summary>
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/// Copy this component's datafields from one entity to another.
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/// This needs to refresh the modifiers after using CopyComp.
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/// <summary>
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public void CopyComponent(Entity<MovementSpeedModifierComponent?> source, EntityUid target)
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{
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if (!Resolve(source, ref source.Comp))
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return;
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CopyComp(source, target, source.Comp);
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RefreshWeightlessModifiers(target);
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RefreshMovementSpeedModifiers(target);
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RefreshFrictionModifiers(target);
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}
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2025-05-02 01:18:08 -07:00
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public void RefreshWeightlessModifiers(EntityUid uid, MovementSpeedModifierComponent? move = null)
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{
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if (!Resolve(uid, ref move, false))
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return;
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if (_timing.ApplyingState)
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return;
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var ev = new RefreshWeightlessModifiersEvent()
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{
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WeightlessAcceleration = move.BaseWeightlessAcceleration,
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WeightlessAccelerationMod = 1.0f,
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WeightlessModifier = move.BaseWeightlessModifier,
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WeightlessFriction = move.BaseWeightlessFriction,
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WeightlessFrictionMod = 1.0f,
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WeightlessFrictionNoInput = move.BaseWeightlessFriction,
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WeightlessFrictionNoInputMod = 1.0f,
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};
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RaiseLocalEvent(uid, ref ev);
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if (MathHelper.CloseTo(ev.WeightlessAcceleration, move.WeightlessAcceleration) &&
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MathHelper.CloseTo(ev.WeightlessModifier, move.WeightlessModifier) &&
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MathHelper.CloseTo(ev.WeightlessFriction, move.WeightlessFriction) &&
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MathHelper.CloseTo(ev.WeightlessFrictionNoInput, move.WeightlessFrictionNoInput))
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{
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return;
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}
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move.WeightlessAcceleration = ev.WeightlessAcceleration * ev.WeightlessAccelerationMod;
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move.WeightlessModifier = ev.WeightlessModifier;
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move.WeightlessFriction = _airDamping * ev.WeightlessFriction * ev.WeightlessFrictionMod;
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move.WeightlessFrictionNoInput = _airDamping * ev.WeightlessFrictionNoInput * ev.WeightlessFrictionNoInputMod;
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Dirty(uid, move);
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}
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2023-04-03 15:31:00 +12:00
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2022-06-24 17:44:30 +10:00
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public void RefreshMovementSpeedModifiers(EntityUid uid, MovementSpeedModifierComponent? move = null)
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{
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if (!Resolve(uid, ref move, false))
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2023-04-03 15:31:00 +12:00
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return;
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if (_timing.ApplyingState)
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2021-11-07 22:17:35 -07:00
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return;
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var ev = new RefreshMovementSpeedModifiersEvent();
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2022-06-24 17:44:30 +10:00
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RaiseLocalEvent(uid, ev);
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2021-11-07 22:17:35 -07:00
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2022-06-29 15:11:09 +12:00
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if (MathHelper.CloseTo(ev.WalkSpeedModifier, move.WalkSpeedModifier) &&
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MathHelper.CloseTo(ev.SprintSpeedModifier, move.SprintSpeedModifier))
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return;
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2021-11-07 22:17:35 -07:00
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move.WalkSpeedModifier = ev.WalkSpeedModifier;
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move.SprintSpeedModifier = ev.SprintSpeedModifier;
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2023-11-06 04:41:42 +02:00
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Dirty(uid, move);
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2021-11-07 22:17:35 -07:00
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}
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2022-08-23 16:04:17 +02:00
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public void ChangeBaseSpeed(EntityUid uid, float baseWalkSpeed, float baseSprintSpeed, float acceleration, MovementSpeedModifierComponent? move = null)
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{
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if (!Resolve(uid, ref move, false))
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return;
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move.BaseWalkSpeed = baseWalkSpeed;
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move.BaseSprintSpeed = baseSprintSpeed;
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move.Acceleration = acceleration;
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2023-11-06 04:41:42 +02:00
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Dirty(uid, move);
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}
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2025-05-02 01:18:08 -07:00
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public void RefreshFrictionModifiers(EntityUid uid, MovementSpeedModifierComponent? move = null)
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{
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if (!Resolve(uid, ref move, false))
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return;
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if (_timing.ApplyingState)
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return;
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var ev = new RefreshFrictionModifiersEvent()
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{
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Friction = move.BaseFriction,
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FrictionNoInput = move.BaseFriction,
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Acceleration = move.BaseAcceleration,
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};
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RaiseLocalEvent(uid, ref ev);
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if (MathHelper.CloseTo(ev.Friction, move.Friction)
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&& MathHelper.CloseTo(ev.FrictionNoInput, move.FrictionNoInput)
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&& MathHelper.CloseTo(ev.Acceleration, move.Acceleration))
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return;
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move.Friction = _frictionModifier * ev.Friction;
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move.FrictionNoInput = _frictionModifier * ev.FrictionNoInput;
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move.Acceleration = ev.Acceleration;
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Dirty(uid, move);
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}
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public void ChangeBaseFriction(EntityUid uid, float friction, float frictionNoInput, float acceleration, MovementSpeedModifierComponent? move = null)
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2023-11-06 04:41:42 +02:00
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{
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if (!Resolve(uid, ref move, false))
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return;
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2025-05-02 01:18:08 -07:00
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move.BaseFriction = friction;
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2023-11-06 04:41:42 +02:00
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move.FrictionNoInput = frictionNoInput;
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2025-05-02 01:18:08 -07:00
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move.BaseAcceleration = acceleration;
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2023-11-06 04:41:42 +02:00
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Dirty(uid, move);
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2022-08-23 16:04:17 +02:00
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}
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2021-11-01 23:24:00 +11:00
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}
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2021-11-07 22:17:35 -07:00
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/// <summary>
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/// Raised on an entity to determine its new movement speed. Any system that wishes to change movement speed
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/// should hook into this event and set it then. If you want this event to be raised,
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/// call <see cref="MovementSpeedModifierSystem.RefreshMovementSpeedModifiers"/>.
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/// </summary>
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2022-02-16 00:23:23 -07:00
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public sealed class RefreshMovementSpeedModifiersEvent : EntityEventArgs, IInventoryRelayEvent
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2021-11-07 22:17:35 -07:00
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{
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2022-01-10 17:37:20 +13:00
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public SlotFlags TargetSlots { get; } = ~SlotFlags.POCKET;
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2021-11-07 22:17:35 -07:00
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public float WalkSpeedModifier { get; private set; } = 1.0f;
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public float SprintSpeedModifier { get; private set; } = 1.0f;
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public void ModifySpeed(float walk, float sprint)
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{
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WalkSpeedModifier *= walk;
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SprintSpeedModifier *= sprint;
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}
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2024-08-10 11:14:58 -04:00
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public void ModifySpeed(float mod)
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{
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ModifySpeed(mod, mod);
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}
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2021-11-07 22:17:35 -07:00
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}
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2025-05-02 01:18:08 -07:00
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[ByRefEvent]
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public record struct RefreshWeightlessModifiersEvent
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{
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public float WeightlessAcceleration;
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public float WeightlessAccelerationMod;
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public float WeightlessModifier;
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public float WeightlessFriction;
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public float WeightlessFrictionMod;
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public float WeightlessFrictionNoInput;
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public float WeightlessFrictionNoInputMod;
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public void ModifyFriction(float friction, float noInput)
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{
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WeightlessFrictionMod *= friction;
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WeightlessFrictionNoInput *= noInput;
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}
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public void ModifyFriction(float friction)
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{
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ModifyFriction(friction, friction);
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}
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public void ModifyAcceleration(float acceleration, float modifier)
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{
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WeightlessAcceleration *= acceleration;
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WeightlessModifier *= modifier;
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}
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public void ModifyAcceleration(float modifier)
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{
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ModifyAcceleration(modifier, modifier);
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}
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}
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[ByRefEvent]
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public record struct RefreshFrictionModifiersEvent : IInventoryRelayEvent
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{
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public float Friction;
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public float FrictionNoInput;
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public float Acceleration;
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public void ModifyFriction(float friction, float noInput)
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{
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Friction *= friction;
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FrictionNoInput *= noInput;
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}
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public void ModifyFriction(float friction)
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{
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ModifyFriction(friction, friction);
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}
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public void ModifyAcceleration(float acceleration)
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{
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Acceleration *= acceleration;
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}
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SlotFlags IInventoryRelayEvent.TargetSlots => ~SlotFlags.POCKET;
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}
|
2021-11-01 23:24:00 +11:00
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|
}
|