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:
@@ -7,6 +7,7 @@ using Content.Shared.Actions;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.IoC;
|
||||
using Robust.Shared.Map;
|
||||
using Robust.Shared.Players;
|
||||
using Robust.Shared.Serialization;
|
||||
using Robust.Shared.Timing;
|
||||
using Robust.Shared.ViewVariables;
|
||||
@@ -76,7 +77,7 @@ namespace Content.Shared.GameObjects.Components.Mobs
|
||||
}
|
||||
|
||||
|
||||
public override ComponentState GetComponentState()
|
||||
public override ComponentState GetComponentState(ICommonSession player)
|
||||
{
|
||||
return new ActionComponentState(_actions, _itemActions);
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user