diff --git a/Content.Client/Eye/EyeLerpingSystem.cs b/Content.Client/Eye/EyeLerpingSystem.cs index 89719653d347..c0a7c016966e 100644 --- a/Content.Client/Eye/EyeLerpingSystem.cs +++ b/Content.Client/Eye/EyeLerpingSystem.cs @@ -36,9 +36,6 @@ public override void Initialize() UpdatesAfter.Add(typeof(TransformSystem)); UpdatesAfter.Add(typeof(Robust.Client.Physics.PhysicsSystem)); UpdatesBefore.Add(typeof(SharedEyeSystem)); - // ES START - UpdatesBefore.Add(typeof(EyeSystem)); - // ES END UpdatesOutsidePrediction = true; } @@ -71,11 +68,6 @@ public void AddEye(EntityUid uid, EyeComponent? component = null, bool automatic { _eye.SetRotation(uid, lerpInfo.TargetRotation, component); _eye.SetZoom(uid, lerpInfo.TargetZoom, component); - - // Starlight begin - fix ES Screenshake triggering on spawn - if (TryComp(uid, out var contentEye)) - contentEye.BaseRotation = lerpInfo.TargetRotation; - // Starlight end } } @@ -183,15 +175,9 @@ public override void FrameUpdate(float frameTime) { var tickFraction = (float) _gameTiming.TickFraction / ushort.MaxValue; const double lerpMinimum = 0.00001; - // ES START - // add contenteye bc we only want to modify the fuckin base rotation - var query = AllEntityQuery(); - // ES END - - // ES START - // contenteye - while (query.MoveNext(out var entity, out var lerpInfo, out var eye, out var contentEye, out var xform)) - // ES END + var query = AllEntityQuery(); + + while (query.MoveNext(out var entity, out var lerpInfo, out var eye, out var xform)) { // Handle zoom var zoomDiff = Vector2.Lerp(lerpInfo.LastZoom, lerpInfo.TargetZoom, tickFraction); @@ -205,14 +191,6 @@ public override void FrameUpdate(float frameTime) _eye.SetZoom(entity, zoomDiff, eye); } - // ES START - // UHHHHHHHHHHHh - // shit is fucked idk - // we need to alter baserotation not regular eye rotation and also i added baserotation because uhh - // there was no good way to separate 'how the eye should be oriented because of the grid/turning/etc' and 'the eye rotating on top of that' - // had to add it - // ES END - // Handle Rotation TryComp(entity, out var mover); @@ -221,10 +199,7 @@ public override void FrameUpdate(float frameTime) if (!NeedsLerp(mover)) { - // ES START - // contenteye - contentEye.BaseRotation = lerpInfo.TargetRotation; - // ES END + _eye.SetRotation(entity, lerpInfo.TargetRotation, eye); continue; } @@ -232,17 +207,11 @@ public override void FrameUpdate(float frameTime) if (Math.Abs(shortest.Theta) < lerpMinimum) { - // ES START - // contenteye - contentEye.BaseRotation = lerpInfo.TargetRotation; - // ES END + _eye.SetRotation(entity, lerpInfo.TargetRotation, eye); continue; } - // ES START - // contenteye - contentEye.BaseRotation = shortest * tickFraction + lerpInfo.LastRotation; - // ES END + _eye.SetRotation(entity, shortest * tickFraction + lerpInfo.LastRotation, eye); } } } diff --git a/Content.Client/Movement/Systems/ContentEyeSystem.cs b/Content.Client/Movement/Systems/ContentEyeSystem.cs index b03fe537e1e2..a332d25f9a16 100644 --- a/Content.Client/Movement/Systems/ContentEyeSystem.cs +++ b/Content.Client/Movement/Systems/ContentEyeSystem.cs @@ -60,9 +60,6 @@ public override void FrameUpdate(float frameTime) while (eyeEntities.MoveNext(out var entity, out ContentEyeComponent? contentComponent, out EyeComponent? eyeComponent)) { UpdateEyeOffset((entity, eyeComponent)); - // ES START - UpdateEyeRotation((entity, eyeComponent)); - // ES END } } @@ -74,9 +71,6 @@ public override void Update(float frameTime) while (eyeEntities.MoveNext(out var entity, out ContentEyeComponent? contentComponent, out EyeComponent? eyeComponent)) { UpdateEyeOffset((entity, eyeComponent)); - // ES START - UpdateEyeRotation((entity, eyeComponent)); - // ES END } } } diff --git a/Content.Client/Options/UI/Tabs/AccessibilityTab.xaml b/Content.Client/Options/UI/Tabs/AccessibilityTab.xaml index b617ba03491b..41fac83c5980 100644 --- a/Content.Client/Options/UI/Tabs/AccessibilityTab.xaml +++ b/Content.Client/Options/UI/Tabs/AccessibilityTab.xaml @@ -7,7 +7,6 @@