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