Remove Static Component NetIds (#4247)
* Remove the unnecessary NetID property from ComponentState. * Remove Component.NetworkSynchronizeExistence. * Removed Component.NetID. * Adds component netID automatic generation. * Removed NetIdAttribute from serverside components with no corresponding clientside registration. * Completely remove static NetIds. * Renamed NetIDAttribute to NetworkedComponentAttribute. * Add GenerateNetIds calls to client and server entry points. Add test to make sure auto generated NetIds are identical. * Component changes when rebasing that I am too lazy to rewrite into the branch. Co-authored-by: Vera Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
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@@ -5,9 +5,9 @@ using System.Linq;
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using Content.Shared.Acts;
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using Content.Shared.Damage.Container;
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using Content.Shared.Damage.Resistances;
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using Content.Shared.NetIDs;
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using Content.Shared.Radiation;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameStates;
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using Robust.Shared.IoC;
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using Robust.Shared.Players;
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using Robust.Shared.Prototypes;
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@@ -23,12 +23,11 @@ namespace Content.Shared.Damage.Components
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/// </summary>
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[RegisterComponent]
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[ComponentReference(typeof(IDamageableComponent))]
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[NetworkedComponent()]
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public class DamageableComponent : Component, IDamageableComponent, IRadiationAct, ISerializationHooks
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{
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public override string Name => "Damageable";
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public override uint? NetID => ContentNetIDs.DAMAGEABLE;
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// TODO define these in yaml?
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public const string DefaultResistanceSet = "defaultResistances";
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public const string DefaultDamageContainer = "metallicDamageContainer";
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@@ -411,7 +410,7 @@ namespace Content.Shared.Damage.Components
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{
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public readonly Dictionary<DamageType, int> DamageList;
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public DamageableComponentState(Dictionary<DamageType, int> damageList) : base(ContentNetIDs.DAMAGEABLE)
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public DamageableComponentState(Dictionary<DamageType, int> damageList)
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{
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DamageList = damageList;
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}
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