Make component states dependant on the player getting them (#3280)
* Make component states dependant on the player getting them Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com> * Updated submodule to v0.3.7. Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com> Co-authored-by: Acruid <shatter66@gmail.com>
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@@ -16,6 +16,7 @@ using Robust.Shared.GameObjects;
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using Robust.Shared.Localization;
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using Robust.Shared.Log;
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using Robust.Shared.Maths;
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using Robust.Shared.Players;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.GameObjects.Components.ActionBlocking
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@@ -55,7 +56,7 @@ namespace Content.Server.GameObjects.Components.ActionBlocking
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Owner.EnsureComponentWarn<HandsComponent>();
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}
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public override ComponentState GetComponentState()
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public override ComponentState GetComponentState(ICommonSession player)
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{
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// there are 2 approaches i can think of to handle the handcuff overlay on players
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// 1 - make the current RSI the handcuff type that's currently active. all handcuffs on the player will appear the same.
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@@ -13,6 +13,7 @@ using Robust.Server.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Localization;
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using Robust.Shared.Maths;
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using Robust.Shared.Players;
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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@@ -136,7 +137,7 @@ namespace Content.Server.GameObjects.Components.ActionBlocking
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serializer.DataField(this, x => x.BrokenDesc, "brokenDesc", string.Empty);
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}
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public override ComponentState GetComponentState()
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public override ComponentState GetComponentState(ICommonSession player)
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{
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return new HandcuffedComponentState(Broken ? BrokenState : string.Empty);
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}
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