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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@@ -13,6 +13,7 @@ using Content.Shared.GameObjects.EntitySystems;
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using Robust.Server.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Localization;
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using Robust.Shared.Players;
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using Robust.Shared.Utility;
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using Robust.Shared.ViewVariables;
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@@ -140,7 +141,7 @@ namespace Content.Server.GameObjects.Components.Suspicion
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message.AddMarkup(tooltip);
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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 Role == null
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? new SuspicionRoleComponentState(null, null, Array.Empty<(string, EntityUid)>())
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