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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@@ -10,6 +10,7 @@ using Robust.Shared.GameObjects;
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using Robust.Shared.Log;
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using Robust.Shared.Map;
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using Robust.Shared.Physics;
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using Robust.Shared.Players;
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using Robust.Shared.Serialization;
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namespace Content.Shared.GameObjects.Components.Pulling
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@@ -253,7 +254,7 @@ namespace Content.Shared.GameObjects.Components.Pulling
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return controller.TryMoveTo(Puller.Transform.Coordinates, to);
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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 PullableComponentState(Puller?.Uid);
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}
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