Fix ranged weapon fire rates being stuttery.

Now we just send a fire message to the server every frame. Absolutely terrible!
This commit is contained in:
Pieter-Jan Briers
2020-01-09 00:27:23 +01:00
parent e31078d8ef
commit 33782ed7f3
4 changed files with 6 additions and 22 deletions

View File

@@ -1,8 +1,5 @@
using System;
using Content.Shared.GameObjects.Components.Weapons.Ranged;
using Robust.Shared.GameObjects;
using Robust.Shared.Interfaces.Timing;
using Robust.Shared.IoC;
using Robust.Shared.Map;
namespace Content.Client.GameObjects.Components.Weapons.Ranged
@@ -10,20 +7,9 @@ namespace Content.Client.GameObjects.Components.Weapons.Ranged
[RegisterComponent]
public sealed class ClientRangedWeaponComponent : SharedRangedWeaponComponent
{
private TimeSpan _lastFireTime;
private int _tick;
public void TryFire(GridCoordinates worldPos)
public void SyncFirePos(GridCoordinates worldPos)
{
var curTime = IoCManager.Resolve<IGameTiming>().CurTime;
var span = curTime - _lastFireTime;
if (span.TotalSeconds < 1 / FireRate)
{
return;
}
_lastFireTime = curTime;
SendNetworkMessage(new FireMessage(worldPos, _tick++));
SendNetworkMessage(new SyncFirePosMessage(worldPos));
}
}
}