Fix overlays applying EVERY overlay of EVERY overlay component
Cluster moment
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@@ -7,6 +7,7 @@ using Content.Shared.Interfaces;
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using Robust.Client.GameObjects;
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using Robust.Client.GameObjects;
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using Robust.Client.Graphics.Overlays;
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using Robust.Client.Graphics.Overlays;
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using Robust.Client.Interfaces.Graphics.Overlays;
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using Robust.Client.Interfaces.Graphics.Overlays;
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using Robust.Client.Player;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Reflection;
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using Robust.Shared.Interfaces.Reflection;
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@@ -40,6 +41,7 @@ namespace Content.Client.GameObjects.Components.Mobs
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// Required dependencies
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// Required dependencies
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[Dependency] private readonly IOverlayManager _overlayManager;
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[Dependency] private readonly IOverlayManager _overlayManager;
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[Dependency] private readonly IReflectionManager _reflectionManager;
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[Dependency] private readonly IReflectionManager _reflectionManager;
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[Dependency] private readonly IPlayerManager _playerManager;
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#pragma warning restore 649
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#pragma warning restore 649
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public override void HandleMessage(ComponentMessage message, IComponent component)
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public override void HandleMessage(ComponentMessage message, IComponent component)
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@@ -58,6 +60,10 @@ namespace Content.Client.GameObjects.Components.Mobs
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public override void HandleComponentState(ComponentState curState, ComponentState nextState)
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public override void HandleComponentState(ComponentState curState, ComponentState nextState)
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{
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{
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base.HandleComponentState(curState, nextState);
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base.HandleComponentState(curState, nextState);
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if(_playerManager.LocalPlayer != null && _playerManager.LocalPlayer.ControlledEntity != Owner)
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return;
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if (!(curState is OverlayEffectComponentState state) || ActiveOverlays.Equals(state.Overlays))
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if (!(curState is OverlayEffectComponentState state) || ActiveOverlays.Equals(state.Overlays))
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{
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{
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return;
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return;
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@@ -68,7 +74,7 @@ namespace Content.Client.GameObjects.Components.Mobs
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private void SetEffects(List<OverlayContainer> newOverlays)
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private void SetEffects(List<OverlayContainer> newOverlays)
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{
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{
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foreach (var container in ActiveOverlays.ShallowClone())
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foreach (var container in ActiveOverlays.ToArray())
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{
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{
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if (!newOverlays.Contains(container))
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if (!newOverlays.Contains(container))
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{
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{
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