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