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