Jetpacks (#9023)
* Movement acceleration * tweaks * Weightless refactor coz fuck it * CCVars * weightless movement tweaks * Some cleanup while I'm here * dorkpacks * thanks fork * fixes * zoomies * toggles * hmm * yamls * b * so true * Effects refactor * namespace * review
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using Content.Shared.Inventory;
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using Content.Shared.Movement.Components;
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using Robust.Shared.GameStates;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Movement.Systems
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{
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public sealed class MovementSpeedModifierSystem : EntitySystem
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{
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<MovementSpeedModifierComponent, ComponentGetState>(OnGetState);
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SubscribeLocalEvent<MovementSpeedModifierComponent, ComponentHandleState>(OnHandleState);
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}
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private void OnGetState(EntityUid uid, MovementSpeedModifierComponent component, ref ComponentGetState args)
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{
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args.State = new MovementSpeedModifierComponentState
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{
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BaseWalkSpeed = component.BaseWalkSpeed,
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BaseSprintSpeed = component.BaseSprintSpeed,
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WalkSpeedModifier = component.WalkSpeedModifier,
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SprintSpeedModifier = component.SprintSpeedModifier
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};
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}
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private void OnHandleState(EntityUid uid, MovementSpeedModifierComponent component, ref ComponentHandleState args)
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{
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if (args.Current is not MovementSpeedModifierComponentState state) return;
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component.BaseWalkSpeed = state.BaseWalkSpeed;
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component.BaseSprintSpeed = state.BaseSprintSpeed;
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component.WalkSpeedModifier = state.WalkSpeedModifier;
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component.SprintSpeedModifier = state.SprintSpeedModifier;
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}
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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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return;
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var ev = new RefreshMovementSpeedModifiersEvent();
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RaiseLocalEvent(uid, ev);
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move.WalkSpeedModifier = ev.WalkSpeedModifier;
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move.SprintSpeedModifier = ev.SprintSpeedModifier;
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Dirty(move);
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}
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[Serializable, NetSerializable]
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private sealed class MovementSpeedModifierComponentState : ComponentState
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{
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public float BaseWalkSpeed;
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public float BaseSprintSpeed;
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public float WalkSpeedModifier;
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public float SprintSpeedModifier;
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}
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}
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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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public sealed class RefreshMovementSpeedModifiersEvent : EntityEventArgs, IInventoryRelayEvent
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{
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public SlotFlags TargetSlots { get; } = ~SlotFlags.POCKET;
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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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}
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}
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