Add prediction for standing states and mob states (#1937)
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@@ -3,9 +3,10 @@ using System;
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using System.Diagnostics.CodeAnalysis;
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using Content.Server.GameObjects.Components.GUI;
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using Content.Server.GameObjects.Components.Mobs;
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using Content.Server.GameObjects.Components.Mobs.State;
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using Content.Server.GameObjects.Components.Strap;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Server.Interfaces;
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using Content.Server.Mobs;
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using Content.Server.Utility;
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using Content.Shared.GameObjects.Components.Buckle;
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using Content.Shared.GameObjects.Components.Mobs;
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@@ -136,11 +137,11 @@ namespace Content.Server.GameObjects.Components.Buckle
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ownTransform.WorldRotation = strapTransform.WorldRotation;
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break;
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case StrapPosition.Stand:
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StandingStateHelper.Standing(Owner);
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EntitySystem.Get<StandingStateSystem>().Standing(Owner);
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ownTransform.WorldRotation = strapTransform.WorldRotation;
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break;
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case StrapPosition.Down:
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StandingStateHelper.Down(Owner, force: true);
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EntitySystem.Get<StandingStateSystem>().Down(Owner, force: true);
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ownTransform.WorldRotation = Angle.South;
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break;
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}
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@@ -364,11 +365,11 @@ namespace Content.Server.GameObjects.Components.Buckle
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if (Owner.TryGetComponent(out StunnableComponent? stunnable) && stunnable.KnockedDown)
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{
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StandingStateHelper.Down(Owner);
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EntitySystem.Get<StandingStateSystem>().Down(Owner);
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}
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else
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{
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StandingStateHelper.Standing(Owner);
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EntitySystem.Get<StandingStateSystem>().Standing(Owner);
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}
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if (Owner.TryGetComponent(out MobStateManagerComponent? stateManager))
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