Species Component (#130)
* Fix this fug oksure Creates the initial species component, damage states, and threshold templates and hooks them into the damageable component * More rebase fixes * test * Pre future rebase * Please * Lol * Lol2 * SHADERS * Update Engine * yml file * Fix an initialization issue, injects dependencies * Fix error in loading shaders * Makes a master character ui controller component added upon client attachment to entity and remove upon client detachment from entity * Fixes just about everytrhing * Address PJB's comments * geeze * Make overlays work in worldspace instead of screen space and not cover user interfaces * update submodule
This commit is contained in:
committed by
Pieter-Jan Briers
parent
b8becf4a56
commit
37df61113e
@@ -178,10 +178,9 @@ namespace Content.Server.GameObjects.EntitySystems
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var item = hands.GetActiveHand?.Owner;
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if (!MobCanInteract(player))
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if (!ActionBlockerSystem.CanInteract(player))
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return;
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//TODO: Mob status code that allows or rejects interactions based on current mob status
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//Check if client should be able to see that object to click on it in the first place, prevent using locaters by firing a laser or something
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//TODO: Check if client should be able to see that object to click on it in the first place, prevent using locaters by firing a laser or something
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//Clicked on empty space behavior, try using ranged attack
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@@ -239,15 +238,6 @@ namespace Content.Server.GameObjects.EntitySystems
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}
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}
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/// <summary>
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/// TODO function for blocking activity based on mob status
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/// </summary>
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/// <returns></returns>
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private static bool MobCanInteract(IEntity user)
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{
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return true; //Hook into future planned mob status system
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}
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/// <summary>
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/// We didn't click on any entity, try doing an afterattack on the click location
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/// </summary>
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@@ -324,7 +314,7 @@ namespace Content.Server.GameObjects.EntitySystems
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/// <param name="used"></param>
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public static void TryUseInteraction(IEntity user, IEntity used)
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{
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if (user != null && used != null && MobCanInteract(user))
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if (user != null && used != null && ActionBlockerSystem.CanUse(user))
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{
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UseInteraction(user, used);
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}
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