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* better fix for some runtimes with clients in player_list (maybe) (#62028) * better fix for some runtimes with clients in player_list (maybe) Co-authored-by: Seris02 <49109742+Seris02@users.noreply.github.com>
25 lines
1.1 KiB
Plaintext
25 lines
1.1 KiB
Plaintext
// You might be wondering why this isn't client level. If focus is null, we don't want you to move.
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// Only way to do that is to tie the behavior into the focus's keyLoop().
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/atom/movable/keyLoop(client/user)
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var/movement_dir = NONE
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for(var/_key in user?.keys_held)
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movement_dir = movement_dir | user.movement_keys[_key]
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if(user?.next_move_dir_add)
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movement_dir |= user.next_move_dir_add
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if(user?.next_move_dir_sub)
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movement_dir &= ~user.next_move_dir_sub
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// Sanity checks in case you hold left and right and up to make sure you only go up
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if((movement_dir & NORTH) && (movement_dir & SOUTH))
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movement_dir &= ~(NORTH|SOUTH)
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if((movement_dir & EAST) && (movement_dir & WEST))
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movement_dir &= ~(EAST|WEST)
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if(user && movement_dir) //If we're not moving, don't compensate, as byond will auto-fill dir otherwise
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movement_dir = turn(movement_dir, -dir2angle(user.dir)) //By doing this we ensure that our input direction is offset by the client (camera) direction
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if(user?.movement_locked)
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keybind_face_direction(movement_dir)
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else
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user?.Move(get_step(src, movement_dir), movement_dir)
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