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

@@ -7,6 +7,7 @@ using Content.Shared.Alert;
using Content.Shared.GameObjects.Components.Damage;
using Content.Shared.GameObjects.EntitySystems.ActionBlocker;
using Robust.Shared.GameObjects;
using Robust.Shared.Players;
using Robust.Shared.Serialization;
using Robust.Shared.ViewVariables;
@@ -28,6 +29,7 @@ namespace Content.Shared.GameObjects.Components.Mobs.State
/// States that this <see cref="SharedMobStateComponent"/> mapped to
/// the amount of damage at which they are triggered.
/// A threshold is reached when the total damage of an entity is equal
/// A threshold is reached when the total damage of an entity is equal
/// to or higher than the int key, but lower than the next threshold.
/// Ordered from lowest to highest.
/// </summary>
@@ -75,7 +77,7 @@ namespace Content.Shared.GameObjects.Components.Mobs.State
base.OnRemove();
}
public override ComponentState GetComponentState()
public override ComponentState GetComponentState(ICommonSession player)
{
return new MobStateComponentState(CurrentThreshold);
}