Content update for UI prediction (#27214)
* Content update for UI refactor * Big update * Sharing * Remaining content updates * First big update * Prototype updates * AUGH * Fix UI comp ref * Cleanup - Fix predicted message, fix item slots, fix interaction range check. * Fix regressions * Make this predictive idk why it wasn't. * Fix slime merge * Merge conflict * Fix merge
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@@ -128,10 +128,10 @@ public sealed class HealthAnalyzerSystem : EntitySystem
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private void OpenUserInterface(EntityUid user, EntityUid analyzer)
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{
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if (!TryComp<ActorComponent>(user, out var actor) || !_uiSystem.TryGetUi(analyzer, HealthAnalyzerUiKey.Key, out var ui))
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if (!_uiSystem.HasUi(analyzer, HealthAnalyzerUiKey.Key))
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return;
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_uiSystem.OpenUi(ui, actor.PlayerSession);
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_uiSystem.OpenUi(analyzer, HealthAnalyzerUiKey.Key, user);
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}
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/// <summary>
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@@ -172,7 +172,7 @@ public sealed class HealthAnalyzerSystem : EntitySystem
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/// <param name="scanMode">True makes the UI show ACTIVE, False makes the UI show INACTIVE</param>
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public void UpdateScannedUser(EntityUid healthAnalyzer, EntityUid target, bool scanMode)
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{
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if (!_uiSystem.TryGetUi(healthAnalyzer, HealthAnalyzerUiKey.Key, out var ui))
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if (!_uiSystem.HasUi(healthAnalyzer, HealthAnalyzerUiKey.Key))
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return;
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if (!HasComp<DamageableComponent>(target))
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@@ -194,9 +194,7 @@ public sealed class HealthAnalyzerSystem : EntitySystem
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bleeding = bloodstream.BleedAmount > 0;
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}
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_uiSystem.SendUiMessage(ui, new HealthAnalyzerScannedUserMessage(
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_uiSystem.ServerSendUiMessage(healthAnalyzer, HealthAnalyzerUiKey.Key, new HealthAnalyzerScannedUserMessage(
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GetNetEntity(target),
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bodyTemperature,
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bloodAmount,
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