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:
DrSmugleaf
2021-02-18 09:09:07 +01:00
committed by GitHub
parent 77c8fc5b42
commit 1477cd4d0a
61 changed files with 145 additions and 88 deletions

View File

@@ -1,22 +1,22 @@
using System.Collections.Generic;
using System;
using System.Collections.Generic;
using System.Linq;
using Content.Server.GameObjects.Components.Markers;
using Content.Server.Players;
using Content.Server.GameObjects.Components.Mobs;
using Content.Server.Mobs;
using Content.Server.Players;
using Content.Shared.GameObjects.Components.Observer;
using Content.Shared.GameObjects.EntitySystems;
using Robust.Server.GameObjects;
using Robust.Server.Player;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Players;
using Robust.Shared.ViewVariables;
using Content.Shared.GameObjects.EntitySystems;
using Robust.Shared.Utility;
using Robust.Shared.Localization;
using System;
using Robust.Server.Player;
using Robust.Shared.Network;
using Robust.Shared.Players;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
using Robust.Shared.ViewVariables;
#nullable enable
namespace Content.Server.GameObjects.Components.Observer
@@ -47,7 +47,7 @@ namespace Content.Server.GameObjects.Components.Observer
_timeOfDeath = _gameTimer.RealTime;
}
public override ComponentState GetComponentState() => new GhostComponentState(CanReturnToBody);
public override ComponentState GetComponentState(ICommonSession player) => new GhostComponentState(CanReturnToBody);
public override void HandleMessage(ComponentMessage message, IComponent? component)
{