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:
@@ -10,6 +10,7 @@ using Robust.Server.GameObjects;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.IoC;
|
||||
using Robust.Shared.Localization;
|
||||
using Robust.Shared.Players;
|
||||
using Robust.Shared.Random;
|
||||
using Robust.Shared.Timing;
|
||||
|
||||
@@ -115,7 +116,7 @@ namespace Content.Server.GameObjects.Components.Mobs
|
||||
.PlayFromEntity("/Audio/Effects/thudswoosh.ogg", Owner, AudioHelpers.WithVariation(0.05f));
|
||||
}
|
||||
|
||||
public override ComponentState GetComponentState()
|
||||
public override ComponentState GetComponentState(ICommonSession player)
|
||||
{
|
||||
return new StunnableComponentState(StunnedTimer, KnockdownTimer, SlowdownTimer, WalkModifierOverride,
|
||||
RunModifierOverride);
|
||||
|
||||
Reference in New Issue
Block a user