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

@@ -2,6 +2,7 @@ using Content.Shared.GameObjects.Components.Research;
using Content.Shared.Research;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Players;
using Robust.Shared.Prototypes;
namespace Content.Server.GameObjects.Components.Research
@@ -14,7 +15,7 @@ namespace Content.Server.GameObjects.Components.Research
public override string Name => "ProtolatheDatabase";
public override ComponentState GetComponentState()
public override ComponentState GetComponentState(ICommonSession player)
{
return new ProtolatheDatabaseState(GetRecipeIdList());
}