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Class InputMoverComponent

Inheritance
System.Object
InputMoverComponent
Namespace: Content.Shared.Movement.Components
Assembly: Content.Shared.dll
Syntax
public sealed class InputMoverComponent : Component

Fields

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CurTickSprintMovement

Declaration
public Vector2 CurTickSprintMovement
Field Value
Type Description
Vector2
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CurTickWalkMovement

Declaration
public Vector2 CurTickWalkMovement
Field Value
Type Description
Vector2
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HeldMoveButtons

Declaration
public MoveButtons HeldMoveButtons
Field Value
Type Description
MoveButtons
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LastInputSubTick

Declaration
public ushort LastInputSubTick
Field Value
Type Description
System.UInt16
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LastInputTick

Declaration
public GameTick LastInputTick
Field Value
Type Description
Robust.Shared.Timing.GameTick
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LerpTarget

If we traverse on / off a grid then set a timer to update our relative inputs.

Declaration
public TimeSpan LerpTarget
Field Value
Type Description
TimeSpan
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LerpTime

Declaration
public const float LerpTime = null
Field Value
Type Description
System.Single
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RelativeEntity

Entity our movement is relative to.

Declaration
public EntityUid? RelativeEntity
Field Value
Type Description
System.Nullable<EntityUid>
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RelativeRotation

The current relative rotation. This will lerp towards the TargetRelativeRotation.

Declaration
public Angle RelativeRotation
Field Value
Type Description
Angle
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TargetRelativeRotation

Although our movement might be relative to a particular entity we may have an additional relative rotation e.g. if we've snapped to a different cardinal direction

Declaration
public Angle TargetRelativeRotation
Field Value
Type Description
Angle
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ToParent

Should our velocity be applied to our parent?

Declaration
public bool ToParent
Field Value
Type Description
System.Boolean

Properties

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CanMove

Declaration
public bool CanMove { get; set; }
Property Value
Type Description
System.Boolean
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Sprinting

Declaration
public bool Sprinting { get; }
Property Value
Type Description
System.Boolean
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