Airlock / firelock code refactor, pseudo-prediction implementation (#3037)

* splits off airlocks, firelocks

* adds airlock prediction. anims broken though

* fixes animation weirdness

* removes opacity prediction because it looked odd

* Now firelocks don't visually start open. Argh.

* Fixes firelock weirdness, saneifies _state var.

* Documentation changes, code shuffle.

* Lets firelocks crush people.

* Stops open-hand opening/closing firelocks.

* updates serializable, netserializable attributes

* Addresses reviews... hopefully.

* updates submodule?

* nullability

* fuck fuck fuck fuck

* fucking finally
This commit is contained in:
tmtmtl30
2021-02-12 07:02:14 -08:00
committed by GitHub
parent 5f15d97940
commit 258fdc10ea
17 changed files with 1248 additions and 733 deletions

View File

@@ -1,4 +1,4 @@
namespace Content.Shared.GameObjects
namespace Content.Shared.GameObjects
{
// Starting from 1000 to avoid crossover with engine.
public static class ContentNetIDs
@@ -91,6 +91,8 @@
public const uint DAMAGEABLE = 1084;
public const uint MAGBOOTS = 1085;
public const uint TAG = 1086;
// Used for clientside fake prediction of doors.
public const uint DOOR = 1087;
// Net IDs for integration tests.
public const uint PREDICTION_TEST = 10001;