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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@@ -4,6 +4,7 @@ using Content.Server.GameObjects.EntitySystems.DoAfter;
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using Content.Shared.GameObjects.Components;
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using Content.Shared.GameObjects.Components.Damage;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Players;
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namespace Content.Server.GameObjects.Components
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{
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@@ -17,7 +18,7 @@ namespace Content.Server.GameObjects.Components
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// we'll just send them the index. Doesn't matter if it wraps around.
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private byte _runningIndex;
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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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var toAdd = new List<ClientDoAfter>();
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