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>
This commit is contained in:
DrSmugleaf
2021-02-18 09:09:07 +01:00
committed by GitHub
parent 77c8fc5b42
commit 1477cd4d0a
61 changed files with 145 additions and 88 deletions

View File

@@ -1,19 +1,20 @@
#nullable enable
using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading.Tasks;
using Content.Shared.GameObjects;
using NUnit.Framework;
using Robust.Client.GameObjects;
using Robust.Client.GameStates;
using Robust.Server.Player;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Map;
using Robust.Shared.Players;
using Robust.Shared.Reflection;
using Robust.Shared.Timing;
using System;
using Robust.Client.GameStates;
using Robust.Server.Player;
using Robust.Shared.Serialization;
using Robust.Shared.Timing;
namespace Content.IntegrationTests.Tests.Networking
{
@@ -408,7 +409,7 @@ namespace Content.IntegrationTests.Tests.Networking
Foo = pred.Foo;
}
public override ComponentState GetComponentState()
public override ComponentState GetComponentState(ICommonSession player)
{
return new PredictionComponentState(Foo);
}