* Add nullable to some Content.Shared files. * Use [NotNullWhen(true)] * Undo adding now redundant !'s * Forgot one * Add a ton more nullable * You can guess * Fix some issues * It actually compiles now * Auto stash before merge of "null2" and "origin/master" * I lied * enable annotations -> enable * Revert ActionBlockerSystem.cs to original * Fix ActionBlockerSystem.cs * More nullable * Undo some added exclamation marks * Fix issues * Update Content.Shared/Maps/ContentTileDefinition.cs Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Resolve some issues * Remove unused method * Fix more issues * Fix more issues * Fix more issues * Fix more issues * Fix issue, rollback SharedGhostComponent.cs * Update submodule * Fix issue, invert some if-statements to reduce nesting * Revert RobustToolbox * FIx things broken by merge * Some fixes - Replaced with string.Empty - Remove some exclamation marks - Revert file * Some fixes * Trivial #nullable enable * Fix null ables Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
51 lines
1.2 KiB
C#
51 lines
1.2 KiB
C#
#nullable enable
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using Content.Shared.GameObjects.Components.Movement;
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using Content.Shared.GameObjects.EntitySystems.ActionBlocker;
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using Robust.Shared.IoC;
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using Robust.Shared.Maths;
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using Robust.Shared.Physics;
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namespace Content.Shared.Physics
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{
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public class ThrowKnockbackController : VirtualController
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{
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public ThrowKnockbackController()
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{
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IoCManager.InjectDependencies(this);
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}
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public void Push(Vector2 velocityDirection, float speed)
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{
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LinearVelocity = velocityDirection * speed;
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}
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private float Decay { get; set; } = 0.95f;
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public override void UpdateAfterProcessing()
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{
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if (ControlledComponent == null)
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{
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return;
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}
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if (ControlledComponent.Owner.IsWeightless())
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{
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if (ActionBlockerSystem.CanMove(ControlledComponent.Owner)
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&& ControlledComponent.IsColliding(Vector2.Zero, false))
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{
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Stop();
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}
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return;
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}
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LinearVelocity *= Decay;
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if (LinearVelocity.Length < 0.001)
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{
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Stop();
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}
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}
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}
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}
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