Client customization late-join spawner priority for arrivals/cryostorage (#24586)
* Initial commit, requires server restart to take effect * Exposes callbacks directly instead, takes effect immediately * Cleaned up control flow, swapped cvar for client customization * Switched to int, dictionary of callbacks, migration * Update Content.Shared/Preferences/SpawnPriorityPreference.cs * krunkle stan --------- Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
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@@ -12,7 +12,6 @@ using Content.Server.Screens.Components;
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using Content.Server.Shuttles.Components;
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using Content.Server.Shuttles.Events;
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using Content.Server.Spawners.Components;
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using Content.Server.Spawners.EntitySystems;
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using Content.Server.Station.Components;
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using Content.Server.Station.Systems;
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using Content.Shared.Administration;
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@@ -82,7 +81,6 @@ public sealed class ArrivalsSystem : EntitySystem
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{
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base.Initialize();
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SubscribeLocalEvent<PlayerSpawningEvent>(OnPlayerSpawn, before: new[] { typeof(SpawnPointSystem), typeof(ContainerSpawnPointSystem) });
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SubscribeLocalEvent<StationArrivalsComponent, ComponentStartup>(OnArrivalsStartup);
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SubscribeLocalEvent<ArrivalsShuttleComponent, ComponentStartup>(OnShuttleStartup);
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@@ -314,7 +312,7 @@ public sealed class ArrivalsSystem : EntitySystem
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}
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}
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private void OnPlayerSpawn(PlayerSpawningEvent ev)
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public void HandlePlayerSpawning(PlayerSpawningEvent ev)
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{
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if (ev.SpawnResult != null)
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return;
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