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