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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@@ -5,6 +5,7 @@ using Content.Shared.GameObjects.Components.Damage;
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using Content.Shared.GameObjects.Components.Projectiles;
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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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@@ -114,7 +115,7 @@ namespace Content.Server.GameObjects.Components.Projectiles
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if (collideCount > 0 && DeleteOnCollide && _internalDeleteOnCollide) Owner.Delete();
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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 ProjectileComponentState(NetID!.Value, _shooter, IgnoreShooter);
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}
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