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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@@ -2,6 +2,7 @@
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using Content.Shared.GameObjects.Components.Movement;
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using Robust.Server.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Players;
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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@@ -102,7 +103,7 @@ namespace Content.Server.GameObjects.Components.Movement
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}
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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 SlipperyComponentState(_paralyzeTime, _intersectPercentage, _requiredSlipSpeed, _launchForwardsMultiplier, _slippery);
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}
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