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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@@ -1,4 +1,6 @@
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#nullable enable
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using System.Collections.Generic;
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using System.Threading.Tasks;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Server.Interfaces.GameObjects.Components.Items;
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using Content.Server.Utility;
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@@ -9,13 +11,12 @@ using Content.Shared.GameObjects.EntitySystems;
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using Content.Shared.Interfaces;
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using Content.Shared.Interfaces.GameObjects.Components;
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using Robust.Server.GameObjects;
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using Robust.Server.Player;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Localization;
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using Robust.Shared.Map;
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using Robust.Shared.Players;
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using Robust.Shared.ViewVariables;
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using System.Collections.Generic;
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using System.Threading.Tasks;
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using Robust.Server.Player;
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namespace Content.Server.GameObjects.Components.Atmos
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{
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@@ -44,7 +45,7 @@ namespace Content.Server.GameObjects.Components.Atmos
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Owner.TryGetComponent(out _appearance);
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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 GasAnalyzerComponentState(_pressureDanger);
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}
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